Library of Metzofitz Wiki
Advertisement

The kahuna, mariner, and siren are new aquatic classes for the Cerulean Seas campaign setting. They replace the druid, ranger, and bard classes’ place in the world, respectively, and are considered common PC classes.

Angakkuq: Angakkuit use a unique form of magic, more an act of will than any arcane mastery, to harness spirits of both the natural world and the one beyond the pale. These manifestations allow the angakkuq to communicate with the world around them and, even more impressively, lets them craft life from the inanimate world.

Angler: Anglers tame the world around them for profit. Trappers and frontiersmen, they master their environment so they may master the world’s most dangerous beasts. Anglers are not prone to lighthearted conversation or day dreaming; theirs is a job that requires constant awareness and evaluation of their capabilities. Few people are more pragmatic than anglers. This is not to say they don’t enjoy the rush of the hunt. However, they never simply count on luck or prowess to win the day. Every decision is a calculated one, and anglers always make sure to stack the odds in their favor before seeking a payday.

Aquanaut: Most aquanauts are adept front-line combatants, though some prefer the skirmisher role. Their unique physical attributes make them powerful warriors in any regard, with a dabbling of supportive psionic powers at higher levels.

Godaikishi: Godaikishi are frontline combatants, meant to bring direct carnage and woe to anyone who might face them in melee combat. Their mystical prowess also extends to their allies, imbuing a battlefield with raw elemental fury.

Kahuna: Kahunas call on spirits of the sea to bless their allies in battle. Their devotion grants them access to powerful curative magic, and enhances their foes combat abilities by imbuing predatory aspects into each ally’s attack. Mastering such fickle and powerful spirits nurtures wisdom and patience within a kahuna. Outside of combat, these casters possess a great deal of simple knowledge that makes them personable and informative.

Mariner: Mariners are masters of movement. While they are quite skilled in combat, their focus on movement and speed is what sets them apart.

Sharker: Sharkers are self–sufficient heroes who capture and use sharks of all types to achieve greater success in all walks of life. The sharker may use a powerful shark that offers her more physical options during battle. Or, she can call forth smaller species and use them to spy on her enemies. At higher levels, it can be expected that a sharker will usually have some option available to her in any situation, even if that choice isn’t the most optimal.

Siren: Sirens are masters of enchantment. In combat this allows the siren to easily muddle her foes’ hearts and minds with a simple song. Off the battlefield, the siren’s free spirit and force of personality has much the same effect. Sirens make capable diplomats, spies, and leaders, and though their fiery passions are rarely reigned in, this brashness makes them all the more endearing.

Wokou: While deft and wily combatants in their own right, a wokou’s true power comes from fighting alongside a group and their animal companion. At higher levels, this companion allows them the benefit of mounted combat.

Adapting Existing Classes

With some small adaptations, most classes can be revised for use in an aquatic setting. Each category below discusses the basics of these adaptations and then goes into more specific details relative to the Cerulean Seas campaign setting. Classes marked with an asterisk are featured in the Pathfinder Roleplaying Game Advanced Player’s Guide by Paizo Publishing. All other classes can be found in the Pathfinder Roleplaying Game Core Rulebook. Classes with a red title are not typically available in the Cerulean Seas setting.

When Swim is offered as a class skill, the character receives Acrobatics in its place. When both Swim and Acrobatics are offered as class skills for the same class, the character gains the Athletic feat as a bonus feat instead of the Swim skill.

In Chapter 6: Magic of the Sea, new spell lists are presented for each spell casting class. A selection of core spells has aquatic variants which are also presented in Chapter 6; often with new names and effects. For example, while the spell effects of “incendiary cloud” might be referred to in a particular class trait, Chapter 6 will list this spell, refer to its new name, “boiling murk,” and relate new, more aquatic themed effects.

References to fire damage instead refer to steam damage in an aquatic setting. Since there are usually no flammable objects under the waves, nothing can catch on fire.

Alchemist

With the discovery of “aqua gravis,” also known as heavy water, the science of alchemy lives on under the sea. This reagent acts as a base for most alchemical formulas because it does not easily flow out of containers or readily mix with sea water. The alchemist class lives on as well, though with a few changes. The most notable change is that the alchemist cannot adequately throw objects such as bombs or formulas, though this is replaced with the ability to drop (or plunge) these items down on opponents, or cause them to float up to opponents.

ALCHEMISTS IN THE CERULEAN SEAS

Alchemists are rare, but not unknown, throughout the Cerulean Seas. Sebek-ka, deepwater nixies, and pisceans are particularly fond of this class, and these races comprise around 75% of the total population of alchemists in the realm. Viridian naiads, kai-lio, and karkanaks seldom have any individuals who heed the calling of the alchemist.

The Cerulean Seas’ variant of the alchemist PC class has the following changes:

Any references to throwing can instead refer to plunging (dropping). The concoction can have positive or negative buoyancy, which is determined at the time that the object is released. The object will then float or sink towards its target and burst on impact.

Plunge Anything (Ex): All alchemists gain the Plunge Anything feat (detailed in Chapter 4) as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. This feature replaces the "Throw Anything" class feature.

Boiling bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. The water in the same square as the creature that takes a direct hit from a boiling bomb begins to boil, causing 1d6 points of heat damage each round. Washing off the solution is a full round action that requires a Reflex save. Rolling in sand or gravel provides the target with a +2 to the save. Exposing at least half of the target's body to air automatically ends the effect.

Creatures that enter the same square as the target, or who use an unarmed melee attack against this target are immediately subject to 1d6 heat damage for each round of close proximity or contact. This feature replaces the “explosive bomb” feature.

Barbarian, Bard, Fighter, Monk, and Rogue

These classes require the least amount of tweaking. The biggest change is the difference in undersea equipment compared to its dry-ground counterparts. Bards may rely on different instruments, for example. As discussed in the Chapter 5: Money and Equipment, fighting beneath the waves demands unique weaponry. However, the new weapons listed in that chapter still fit neatly into the existing categories (simple, martial, exotic) and will not complicate these classes. Instead their proficiencies just grant them access to a variety of weapons more geared towards underwater combat. This applies to armor categories as well.

As for smaller details, both the barbarian and monk’s fast movement should apply to their swim speed. Additionally, consider allowing a monk’s slow fall to be used in cases of sinking, resisting currents and undertow, and similar situations that are more likely to occur underwater.

BARBARIANS IN THE CERULEAN SEAS

Wandering tribes of barbaric races have inundated the area of the Cerulean Seas in the centuries since the flood. Karkanaks and kai-lio support large populations of barbarians, and even boast unstoppable barbarian hordes. Mogogols and Seafolk also have several primitive bands from which barbarians hail.

The Cerulean Seas’ variant of the barbarian PC class has the following changes:

All movement modifiers apply to swim speed. For example, the Fast Movement ability applies to swim speed.

BARDS IN THE CERULEAN SEAS

In the Cerulean Seas campaign setting, the bard’s niche has been replaced by the siren, and bards are a class that is relatively unknown. The sea singer, a variant bard presented in the Pathfinder Roleplaying Game Advanced Player’s Guide may be an interesting aquatic option if the Gamemaster would like to allow bards in their game.

FIGHTERS IN THE CERULEAN SEAS

Fighters make up the bulk of the classed population in the Cerulean Seas. From the seafolk militia to the nommo sentinels, the sea elf myrmidons to the selkie iceguards, and the karkanak beach patrol to the sebek-ka temple protectors, fighters always have a place in undersea society.

The Cerulean Seas’ variant of the fighter PC class has the following changes:

The only obvious changes in an underwater world are weapon groups. In the Pathfinder Roleplaying Game Core Rulebook, rules for underwater combat presented in chapter 13 dictate that slashing or bludgeoning weapons are fairly useless underwater; conveying a -2 penalty to hit, and dealing only half damage. Thrown weapons are obsolete, and most ranged weapons aren’t very effective at any useful range. Therefore, it is not surprising that aquatic races have an entirely different arsenal to choose from. These specialized weapons work without penalty underwater and out of water. While some may appear the same as their terrestrial counterparts, they are crafted aquadynamically to negate the effects of drag. This provides entirely new weapon groups to choose from:

Blades: dagger, kama, kukri, gut razor, rapier, sickle, starknife, and short sword.

Bows: (requires a Strength score of 14 or higher) composite longbow, composite shortbow, longbow, shortbow

Close: gauntlet, light shield, punching dagger, spiked armor, spiked gauntlet, spiked shield, tail spikes, urchin fist

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow.

Double: paddle staff, quarter staff, dire fork, triton fork

Fishing: fishing spear, gaff, gut razor, harpoon, javelin, net, scoop net

Forks: elven fork, dire fork, dragon fork, ichida, kelp fork, long trident, treble fork, trident, triton fork, war fork

Hafted: hand axe, kama, sea reaver, short trident

Monk: kama, quarterstaff, sai, shuriken, singham, tsuribari, and unarmed strike

Natural: unarmed strike and all natural weapons, such as bite and claw.

Plunge: dagger, dart, fisher spear, harpoon, ichida, javelin, net, short spear, shuriken

Pole arms: glaive, guisarme, halberd, ranseur, moon glaive

Spears: flayspear, javelin, harpoon, lance, longspear, shortspear, spear

Trueform: (trueforms only) marlin harness, narwhal harness, fin razors, tail spikes

MONKS IN THE CERULEAN SEAS

The sudden appearance of ixarc monasteries throughout the sea has attracted races of all sorts to the monk class. Favored in the sea for eschewing armor, weapons, and heavy equipment, the monk has some distinct advantages in an aquatic environment.

The Cerulean Seas’ variant of the monk PC class has the following changes:

The Fast Movement ability applies to swim speed. Their weapon list no longer includes club, nunchaku or sling, and instead includes dragon fork, moon glaive, and tsuribari.

Buoyancy Balance (Ex): At 4th level or higher, a monk’s racial buoyancy becomes zero, and he no longer has to worry about sinking or floating unless he is carrying equipment with a buoyancy rating, even while unconscious. This replaces the monk’s Slow Fall ability.

Water Walk (Ex): At 5th level, a monk can move with such agility that he can “walk” across short distances of the water’s surface at his normal swim speed. Even creatures without legs (such as merfolk) can use this ability to skim across the water’s surface. The maximum distance across which the monk can move is equal to the extra speed that he gains from his fast movement ability (10 feet at 5th level, 20 feet at 6th level, 30 feet at 9th level, and so on). If the monk exceeds his water walk distance without setting foot on land (or some other solid footing), or stops moving while still on water, he immediately falls in. He can use water walk as part of a move action, including charging or running, and can even make Acrobatic skill checks while using water walk. A monk can use this ability to avoid water hazards that do not extend beyond the water’s surface such as red tide and splash damage. This ability replaces the monk’s High Jump ability.

ROGUES IN THE CERULEAN SEAS

Rogues pervade the seedier areas of the sea. Some cities, such as Kraken Bay, are so heavily populated by this class that the law dare not enter. Made up primarily of pirates, brigands, and spies, the rogue class holds an indelible spot in the Cerulean Seas.

Pisceans, deepwater nixies, lochgelly selkies, and sea folk make up the majority of the population of rogues.

The Cerulean Seas’ variant of the rogue PC class has these additional rogue talents available:

Fish Flop (Ex): While disoriented, a rogue with this ability can move at half his swim speed, though this still provokes an attack of opportunity as normal. A rogue with this talent can take a 5-foot step while using fish flop. This talent replaces the Rogue Crawl talent.

Quick Right (Ex): A rogue with Quick Right can right themselves from a disoriented condition as a free action. This still provokes an attack of opportunity for righting oneself while threatened by a foe. This talent replaces the Stand Up talent.

Surfer (Ex): Undersea rogues often use areas of heavy surf as a means to escape their foes. In areas of light surf, rogues with this talent suffer no movement or Acrobatic skill check penalties. While they must spend 2 squares of movement to enter an area of heavy surf, they can still make Acrobatic skill checks at a -2 penalty. This talent replaces Ledge Walker.

Cavalier and Paladin

The underwater knight’s primary concern will be finding a proper mount. Creatures that are suitable for an underwater animal companion work well. However, CHAPTER 9: CERULEANS SEAS BESIARY introduces other, more exotic options, such as the hippocampus and giant seahorse.

CAVALIERS IN THE CERULEAN SEAS

While the noble steed is typically a hippocampus, and the knight usually has the tail of a fish, cavaliers are still fairly common under the waves. These brave sea knights fight for honor and glory of their aquatic kingdoms. Kai-lio, sea elves and sea folk both boast legions of highly trained cavaliers, while other races produce a few as well.

The Cerulean Seas’ variant of the cavalier PC class has aquatic names for existing orders:

The Order of the Cockatrice is known as the Order of the Eel.

The Order of the Lion is known as the Order of the Merlion.

The Order of the Sword is known as the Order of the Trident.

PALADINS IN THE CERULEAN SEAS

The temples of Keilona, patron goddess of the merfolk and deity of justice, truth, and loyalty sponsors hundreds of new paladins annually. The bulk of these paladins are sea folk, though many other races are also accepted. The sebek-ka also support a large population of paladins that revere Sebek. Poseidon and even Mariblee also have a few well-known paladins to carry their banner.

The rules for playing an undersea paladin are virtually the same as a terrestrial paladin. The only difference is the mount, which is usually one of the common species of hippocampus.

Cleric, Inquisitor, and Oracle

These divine classes thrive in an underwater environment. For the cleric and inquisitor, domains need to be given consideration. Core domains such as fire, plant, sun, and weather domain may be greatly altered in an undersea campaign. If a GM wishes to incorporate a set of religions aside from the faiths offered within this chapter, it is important to decide how these domains play, if at all, within a campaign.

CLERICS IN THE CERULEAN SEAS

There are several religions of the sea, and a multitude of clerics to serve them. Clerics range in importance from the noble priests of the sebek-ka to the wandering vicars of the selkies. The mechanics of playing a cleric are pretty much the same, though many of the spells have been altered slightly to better suit an aquatic environment.

The Cerulean Seas’ variant of the cleric PC class has the following changes to domains:

Aquatic domains for the most part have the same spell lists as they do on dry land. Often the names are slightly altered to make more sense, or the effects are more tailored to an underwater setting. These changes are listed in Chapter 6.

The fire and plant domains are no longer available in the undersea setting. They are replaced by the steam and flora domains, respectively. Flora refers to the more classical sense of the word (a living organism that typically lacks the power of locomotion), and not specifically to plants. Flora includes creatures such as seaweed, coral, anemones, sea sponges, and even barnacles.

Flora Domain

Deity: Undine

Granted Powers: You find serenity among aquatic flora and can grow defensive polyps.

Coral Fist (Su): As a free action, your hands become as hard as living coral and are covered in stinging polyps. While you have coral fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to ½ your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Reef Armor (Su): At 6th level, you can cause branches of stinging coral to burst from your skin as a free action. While reef armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1 point of damage for every two cleric levels that you possess. If the attacker takes damage in this way, he is also subject to the fire coral disease and must make a Fortitude save with the DC equal to 10 + your cleric levels to avoid contracting it. You can use this ability a number of rounds per day equal to your cleric level.

These rounds do not need to be consecutive.

Domain Spells: 1st —entangle, 2nd—barkskin, 3rd— flora growth, 4th—command flora, 5th—coral wall, 6th— repel wood, 7th—animate flora, 8th—control flora, 9th— angry algae

Steam Domain

Deities: Saloth, Mariblee

Granted Powers: You can boil water at will and withstand even the hottest volcanic vents.

Boiling Bolt (Su): As a standard action, you can release a boiling bolt of divine steam from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this jet of steam. If you hit the foe, the boiling bolt does 1d6 points of heat damage plus 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Heat Resistance (Su): At 6th level, you gain resist heat 10. This increases to resist heat 20 at 12th level, and you become immune to heat at 20th level.

Domain Spells: 1st —boiling hands, 2nd—boiling bubble, 3rd—mageboil, 4th—wall of steam, 5th—boiling shield, 6th—steam shells, 7th—elemental body IV (steam elemental only), 8th—boiling murk, 9th—elemental swarm (steam elementals only)

INQUISITORS IN THE CERULEAN SEAS

While Undine and Mariblee are notable exceptions, most seaborne faiths employ a fair amount of inquisitors to root out their enemies. Sebek and Saloth are particularly concerned with sponsoring inquisitors to scour the seas in search of blasphemers to punish. Carchardians (smart sharks) have highly feared inquisitors that serve in Keilona’s name that are known as “the Legionnaires of Jaadel.” Inquisitors under the waves have the same powers as those on land.

ORACLES IN THE CERULEAN SEAS

Oracles occur in any race of the sea, but sea folk are renowned for them. Occasionally, a sea folk is born “pearl-eyed” which means the eyes are either all white or all black. It is said that such a child is destined to be a great oracle. These fated progenies are trained from an early age to fulfill that destiny.

Oracles underwater are the same as above, except that they do not have access to the mysteries of flame or wind.

Druid

The biggest issue facing the underwater version of the druid is in the suitability of both its animal companion and its wild shape.

While the Pathfinder Core Rulebook does address some aquatic species for both powers, the range is far from exhaustive. However, the Pathfinder Roleplaying Game Bestiary has animal companion stats for creatures like dolphins, electric eels, octopus, orca, and squid. Additionally, CHAPTER 9: CERULEAN SEAS BESTIARY offers up creatures like the barracuda, sea turtle and seal. These creatures also serve as ideal wild shape forms.

One final conversion note is twisting the druid’s woodland stride into a power that still grants freedom of movement, but does so in corals, algae, seaweed, deep currents, and strong undertows.

CERULEAN SEAS AQUATIC COMPANIONS

Creatures marked with an asterisk are detailed in Chapter 9 of this book. All others can be found in the Pathfinder Roleplaying Game Bestiary. They are listed here for quick reference (other non-druid related features often refer to this list).

Barracuda*

Starting Statistics: Size Small; Speed swim 80 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision. 4th-Level Advancement: Size Medium; Attack bite (1d8); Ability Scores Str +2, Con +2.

Crocodile (or Alligator)

Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities amphibious (lunged), low-light vision. 4th-Level Advancement: Size Medium; Attack bite (1d8) or tail slap (1d12); Ability Scores Str +4, Dex –2, Con +2; Special Attacks death roll, grab, sprint (see the Pathfinder RPG Bestiary).

Dinosaur (Elasmosaurus)

Starting Statistics: Size Medium; Speed 20 ft., swim 50 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str 10, Dex 18, Con 12, Int 2, Wis 13, Cha 9; Special Qualities low-light vision, scent. 4th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.

Dolphin (or Porpoise)

Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities amphibious (lunged), low-light vision. 4th-Level Advancement: Ability Scores Str +2, Dex +2, Con +2; Special Qualities blindsight 120 ft.

Electric Eel

Starting Statistics: Size Small; Speed 5 ft., swim 30 ft.; Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 18, Int 1, Wis 10, Cha 6; Special Qualities amphibious, low-light vision, electricity resistance 5. 4th-Level Advancement: AC +2 natural armor; Ability Scores Dex +2, Con +2; Special Qualities electricity (1d6), electricity resistance 10.

Frog

Starting Statistics: Size Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Qualities low-light vision, scent, tongue, pull. 4th–Level Adv.: Ability Scores Str +2, Dex +2; Special Qualities swallow whole (see the Pathfinder RPG Bestiary).

Hippocampus, reef horse*

Starting Statistics: Size Large; Speed swim 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent, water dependent. *This is a secondary natural attack, see Chapter 8 of the Pathfinder Roleplaying Game Core Rulebook for more information on how secondary attacks work. 4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained (see Chapter 9 for more details)

Hippocampus, sea pony*

Starting Statistics: Size Medium; Speed swim 40 ft.; AC +2 natural armor; Attack 2 hooves (1d3); Ability Scores Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent, water dependent. 4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained (see Chapter 9 for more details).

Merlion*

Starting Statistics: Size Medium; Speed Swim 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Qualities amphibious (gilled), low-light vision, scent. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4

Moray Eel

Starting Statistics: Size Medium; AC +5 natural armor; Speed swim 30 ft.; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8; Special Qualities low-light vision, grab. 7th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities gnaw (see the Pathfinder RPG Bestiary).

Octopus

Starting Statistics: Size Small; AC +1 natural; Speed 20 ft., swim 30 ft., jet 200 ft.; Attack bite (1d3), tentacles (grab); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 3; Special Qualities low-light vision, ink cloud. 4th-Level Advancement: Attack bite (1d3 plus poison); Ability Scores Str +2, Con +2.

Orca

Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 11, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Special Qualities amphibious (lunged), low-light vision. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities blindsight 120 ft.

Seal (or Sea Lion)*

Starting Statistics: Size Small; Speed 5 ft., swim 60 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities amphibious (lunged), low-light vision, scent. 4th-Level Advancement: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Shark

Starting Statistics: Size Small; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities scent. 4th-Level Advancement: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Qualities blindsense.

Snake, Constrictor

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities amphibious (lunged), scent. 4th-Level Advancement: Size Large; AC +1 natural armor; Attack bite (1d4); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d4 (see the Pathfinder RPG Bestiary).

Snake, Sea

Starting Statistics: Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con- based DC); Special Qualities scent. 4th-Level Advancement: Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.

Squid

Starting Statistics: Size Medium; AC +1 natural; Speed swim 60 ft., jet 240 ft.; Attack tentacles (1d4 plus grab), bite (1d3); Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2; Special Qualities low- light vision, ink cloud. 4th-Level Advancement: Ability Scores Str +2, Con +2.

Turtle, Sea*

Starting Statistics: Size Small; Speed 30 ft.; AC +6 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities amphibious (lunged), low-light vision, scent. 4th-Level Advancement: Size Medium; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2.

DRUIDS IN THE CERULEAN SEAS

In the Cerulean Seas campaign setting, the druid’s niche has been replaced by the kahuna, and druids are a class that is relatively unknown.

Alternatively, the Pathfinder Roleplaying Game Advanced Player’s Guide offers an excellent aquatic variant to the druid, which can be used if the Gamemaster would like to include this class.

Ranger

The issue of hunter’s bond and woodland stride can be handled as they were mentioned in the druid section. Unique to the ranger, however, is the idea of favored terrain. Table 3-2 replaces the table used in the Pathfinder Roleplaying Game Core Rulebook.

TABLE 3-2: FAVORED WATERS

  • Caverns (natural or artificial)
  • Cold (ice, glaciers, and ever ice)
  • Coral Reef
  • Deeps (beyond sunlight)
  • Dry Land (includes all types)
  • Forest (usually kelp)
  • Planes (pick one, other than Material Plane)
  • Ruins (abandoned cities, shipwrecks)
  • Shallows (within tide range)
  • Urban (buildings and channels)
  • Warm (volcanic vents)

RANGERS IN THE CERULEAN SEAS

In the Cerulean Seas campaign setting, the ranger’s niche has been replaced by the mariner. Rangers as a class are not supported by this campaign setting. They could possibly make interesting NPCs from faraway, unchartered lands.

Summoner

The summoner works well in an aquatic domain. The main concern is some slight modifications to the summoner’s eidolon, which needs aquatic forms to be useful in an underwater setting.

SUMMONERS IN THE CERULEAN SEAS

While relatively rare, any races that support a population of wizards, witches, or sorcerers also have a few summoners in their midst. These formidable mages introduce powerful sea monsters to places and people who do not normally encounter them.

Perhaps the strangest combination of race and class in the sea; an unexpected amount of mogogols gravitate to this field. Many sages speculate this is due to their boggard heritage.

The Cerulean Seas’ variant of the Summoner PC class has the following changes to the eidolon:

Base Forms

All eidolon, regardless of base form, have a racial buoyancy of -10 (Small-sized), -25 (Medium), -110 (Large), -370 (Huge), -870 (Gargantuan), -3000 (Colossal).

Merped

Starting Statistics: Size Medium; Speed swim 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, gills, limbs (forelegs), tail.

Biped

Starting Statistics: Size Medium; Speed 15 ft., swim 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, gills, limbs (arms), limbs (legs).

Serpentine

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, gills, reach (bite), tail, tail slap.

1-Point Evolutions

  • Lungs (Ex): The eidolon has lungs and can breathe out of water indefinitely.
  • Landwalker (Ex): The eidolon can walk and slither more effectively on dry land. It gains a land speed equal to its swim speed.
  • Swim bladder (Ex): The eidolon can manipulate its buoyancy as if it had a masterwork float of two size categories smaller than it is.
2-Point Evolutions
  • Fins (Ex): The eidolon grows elaborate fins to aid in swimming. Each set of fins increases the eidolon’s swim speed by 10 feet. This evolution can be taken multiple times.
  • Zero Buoyancy (Ex): The eidolon’s racial buoyancy becomes zero.

Altering Existing Evolutions

All references to fire instead apply to heat and steam.

Sorcerer, Witch, and Wizard

These three arcane classes are relatively untouched by the move beneath the ocean’s surface. The differences here are often superficial – scrolls and books are written on thin layers of shell, or woven kelp strands, as paper would disintegrate.

Spell components are waterproof. Fire magic is now steam magic. Familiars are usually aquatic. Keeping these straightforward concepts in mind will ease an arcane caster into underwater combat and life.

Chapter 6: Magic of the Sea details how specific spells work in an aquatic environment. Chapter 6 also offers modified and alternative spells, and provides new undersea specific spells.

SORCERERS IN THE CERULEAN SEAS

There has never been a shortage of magical creatures in the Cerulean Seas. Even before the great flood, marids, song dragons, tritons, and fey pervaded the area. It is not surprising then that hundreds of sorcerous bloodlines occur throughout the twelve PC races. Most races openly welcome the sorcerer’s talents, though sebek-ka view it as proof of racial impurity. Consequently, sebek-ka sorcerers are not allowed to be of the ahbka caste.

The Cerulean Seas’ variant of the sorcerer PC class has the following changes to bloodlines:

Draconic

Supernatural Swim (Su): At 15th level, you grow powerful fins as a standard action, giving you a base swim speed of 60 feet and a racial buoyancy of 0. If your base swim speed is already 60 feet, it increases by 10 feet. You can dismiss the fins as a free action.

TABLE 3-3: AQUATIC DRAGON BLOODLINES
Dragon Type Energy Type Breath Shape
Cacophony Sonic 30-foot cone
Choral Sonic 30-foot cone
Crescendo Electricity 30-foot cone
Harmony Sonic 60-foot line
Hush Cold 30-foot cone
Melody Steam 60-foot line
Rhythm Sonic 60-foot line
Scream Steam 30-foot cone
Thunder Sonic 60-foot line

Elemental

Air and Fire subtypes are not available.

Fey

Woodland Stride is referred to as “Seaweed Stride” and its effects also apply to sargassum terrain.

Infernal

Fire refers to steam and heat, as it does for most aquatic adventuring. Hellfire is called “Hellboil” and does steam damage. On Dark Wings is referred to as “On Black Fins” and works like Supernatural Swim, as described for the Draconic Bloodline.

WITCHES & WIZARDS IN THE CERULEAN SEAS

Water witches and sea wizards are well-known and feared in every corner of the Cerulean Seas.

Aside from their familiars, spell names, and specific spell effects, these classes remain virtually the same.

The Cerulean Seas’ variant of the witch and wizard PC classes uses Table 3-4 for familiars.

TABLE 3-4: AQUATIC FAMILIARS
Familiar Special Ability
Caiman or marine iguana Master gains a +3 bonus on Intimidate checks
Crab or lobster Master gains a +2 bonus on Fortitude saves
Cuttlefish, tiny octopus, or tiny squid Master gains a +3 bonus on Escape Artist checks
Fish* Master gains a +3 bonus on Acrobats checks
Frog or newt Master gains +3 hit points
Jellyfish or sea anemone Master gains a +2 bonus on Will Saves
Muskrat or river otter Master gains a +2 bonus on Reflex saves
Sea snake or eel Master gains a +3 bonus on Bluff checks
Snail, sea slug, clam, or oyster Master gains a +3 bonus on Stealth checks
Starfish or sea urchin Master gains a +3 bonus on Heal checks
Tern or other sea bird Master gains a +3 bonus on Perception checks
Turtle Master gains a +1 natural armor class bonus

*This can be virtually any type of diminutive swimming fish, including lionfish, sea horses, clownfish, and even saltwater versions of common freshwater fish such as piranha or goldfish. Sharks and rays are a bit beyond the size range, typically.

Existing Psionic Classes

With some small adaptations, most psionic classes can be revised for use in an aquatic setting. Each section discusses basic adaptations, followed by more specific details relative to the Cerulean Seas campaign setting.

When Swim is offered as a class skill, the character receives Acrobatics in its place. When both Swim and Acrobatics are offered as class skills for the same class, the character gains the Athletic feat as a bonus feat instead of the Swim skill.

Several powers require alteration to better fit in an aquatic environment. The next chapter presents variants of these powers, as well as new powers lists for each manifesting class to reflect these changes. For example, the power "fiery discorporation" becomes "icemeld" with new, more aquatic themed effects.

References to fire damage instead refer to steam damage in an aquatic setting. Since there are usually no flammable objects under the waves, nothing can catch on fire.

Psions, Soulknives, and Wilders

In large part these classes transfer without any touching up at all. The powers of the mind affect the dry land as they would affect the water-world of this campaign. In cases where an issue does come up, cosmetic changes are really the focus. While powers like matter agitation will seldom cause fires, they will unleash the damaging effects of steam.

PSIONS IN THE CERULEAN SEAS

Psions are perhaps the most common of the psionic wielding classes in the Cerulean Seas, and they differ very little from their drylander kin. Like most psionic classes, merfolk are the most likely to obtain this class, followed by anthromorphs, notably pisceans and zefs.

Feykith psions are very rare, even among the asrai.

The general psion and most specialists will find that nothing needs to be adjusted for play in an aquatic environment. However, the water does create special conditions for the kineticist to overcome.

First, any reference to fire can be assumed to also apply to steam (such as in the case of Energetic Recharge and Energy Immunity).

Telekinetic Hurl suffers from not only overcoming gravity but also water resistance, and therefore is replaced with Telekinetic Current.

Telekinetic Current (Su): At 2nd level, as long as you maintain psionic focus, you gain a ranged attack that can telekinetically blast enemies within 30 feet with pressurized water. This attack deals 1d4 points of damage, increasing by 1d4 points of damage for every four psion levels thereafter.

SOULKNIVES IN THE CERULEAN SEAS

Soulknives are feared and revered in the Cerulean Seas for their fierce weaponry skills. They differ from drylander soulknives only in the shape of the weapons typically conjured, which are much more hydrodynamic. In addition, mind blades cannot be thrown, but instead can be plunged at the same range increments as the thrown mind blades of their terrestrial counterparts. This substitution applies to all occurrences of soul knife abilities that refer to thrown weapons. These abilities instead confer the same benefits in regards to a plunged weapon attack (replace the word “throw” with “plunge”). A mind blade can be made positively or negatively buoyant at will, so long as the soul knife is in physical contact with his weapon.

WILDERS IN THE CERULEAN SEAS

Wilders are often found among trueform and anthromorph species, but notable specimens have occurred among nearly all races, including the least psionic of the feykith. Of the merfolk, the amphian subrace has the highest propensity for choosing this class, so much so that they have become part of their racial caste system. Amphian wilders are referred to as “Jokers” and typically become free wilders.

Aside from minor changes to some powers available to them, aquatic wilders are virtually identical to their drylander cousins.

Psychic Warriors

The psychic warrior gets a special aside not because it demands reworking, but simply because to truly capture the essence of a deep sea campaign it requires a bit more reflavoring. Bite of the Wolf, Catfall, Psionic Lion’s Charge . . . all these powers work fine in an underwater campaign, but for full immersion (pun not intended), it is best to flavor them to animals that fit better beneath the seas.

PSYCHIC WARRIORS IN THE CERULEAN SEAS

Benthic nagas revere the psychic warrior class, and many of them aspire to join from an early age. Melusine females are also encouraged to take up the psychic warrior class, as it is often found to be attractive to overmind males. Overmind females, however do not seem to share this affinity.

Advertisement