Cerulean Seas Waves of Thought
Cerulean Seas Waves of Thought
Cerulean Seas Waves of Thought
Cerulean Seas
Waves of Thought
*This book also requires PSIONICS UNLEASHED. Copyright 2010, Dreamscarred Press.
Credits
Lead Designer: Emily E. Kubisz
Authors
Sam G.
Hing
Contents
4
Preface ....................................................... 5
Introduction .............................................. 6
Common Terms........................................ 7
Using this book ........................................ 7
Amphian ................................................... 10
Asrai........................................................... 11
Melusine .................................................... 12
Merkoth ..................................................... 13
Naga, Benthic ........................................... 14
Zef .............................................................. 15
Psionic Seafolk half-races ........................ 16
Vital Statistics ........................................... 17
66
Appendices
88
42
Feats ........................................................... 43
Powers ....................................................... 47
Aquatic Equivalents .......................... 47
Undersea Power Lists ........................ 48
New Undersea Powers ...................... 50
Aquatic Psionic Items ............................ 54
58
Racial Histories......................................... 59
Other Races of the Sea ............................. 64
Chapter 1:
Aquatic Psionics
Introduction
When Dreamscarred Press announced that they
would be releasing PSIONICS UNLEASHED for the
PATHFINDER ROLEPLAYING GAME, Alluria
Publishing excitedly began working on WAVES OF
THOUGHT. Much of this material had already been
conceived of in some form, as the CERULEAN SEAS
CAMPAIGN SETTING existed long before the release
of the Pathfinder RPG sourcebook. Psionics had
been a part of this undersea world since its
inception, and it felt somehow incomplete without
including the important facet. We are very happy
to present to you the more complete Cerulean
Seas, as we had first envisioned it to be.
To many, psionic power conjures up images of
primal forces with tentacles and slime. Terrible
brain-eating monsters that lurk in the damp and
dark have this power and only those that know
their secret science have the hope of fighting them
on an equal battlefield. This always seemed to be a
perfect fit for an aquatic campaign world, where the
races are ancient, squid-like species abound, and
dark depths are everywhere.
Applying PSIONIC UNLEASHEDs rules to an
undersea world was surprisingly simple. The
design team over at Dreamscarred Press was very
supportive of our project, and our team
corresponded with them at length on the subject.
What we concluded was that, unlike the rules of
magic and combat, the mechanics of psionics were
fairly universal, even when applied to the sea.
Since we did not have to devote a lot of time
towards rules conversion, the design team was
able to focus specifically on maintaining the
unique flavor of Cerulean Seas and ensuring that
submerging the mechanical rules and psionic
flare of Psionics Unleashed did not drown out
any player options or fun.
As a result, we have created a highly compatible
world for the inclusion of psionic power, without
the necessity of adding it to any specific degree. If a
Gamemaster decides to exclude psionic power from
his interpretation of the Cerulean Seas, the setting
still functions well. If only a little is added, perhaps
a race or a monster, the story-line still remains
viable. Of course, we invite you to use all of this
material and believe you will find it a perfect
fit for spicing up your existing aquatic
campaign or starting a new one.
Common Terms
Words listed below are often referred to
throughout WAVES OF THOUGHT and are defined
here for clarification. More advanced definitions
can be found either in the Cerulean Seas core
rulebook, or later in this tome.
Anthromorph: A humanoid sea-animal.
Benthic nagas and zefs are anthromorphs.
Aquanaut: An aquatic psionic class that gains
power through psionically enhanced mutations.
The Bloody War: A war that ended over 400
years ago between sahuagin and the good
denizens of the sea. The sahuagin lost and were
hunted to near extinction.
Brill: An extremely rare and ancient glowing
stone that is actually a psionically transformed elf
(though many falsely believe that the
transformation was a magical process).
Brillstones come in blue, green, and red. This
tome reveals many secrets of this mysterious
mineral that the corebook does not.
Buoyancy Units (bu.): These reflect an items
buoyancy, and are described later in this chapter.
Cerulean Seas: The known world which is
divided into nine sections (or seas) by location.
Depth Tolerance: The maximum depth a
creature can safely traverse. This is detailed in the
section on pressure later in this chapter.
Chapter 2:
Amphian
The amphians are a race of charismatic nomads. Like most
merfolk, they revere art in all forms, but have a special fondness
for song, dance, and other forms of entertainment. Regarded by
other races as scoundrels, thieves, tricksters, and wastrels for
centuries, amphians have developed a unique and close-knit
culture. Their knack for psionic power has done nothing for
fostering trust among the common folk who already regard
psionics with a high measure of suspicion. Consequently,
superstition has become the hallmark of the amphian, both from
how they are perceived and within their own society.
Physical Description: Sages have much to say about the
peculiar appearance of the amphian, but they all seem to agree
that their likeness to a clown fish is no mere coincidence. Their
own culture recollects a time when they began as a tribe of
particularly gifted cindarians. According to amphian legend, a
hero among their tribe stole a powerful artifact from Poseidon
himself, as nothing more than a prank to impress the chieftains
daughter. As a punishment, the angry god transformed the
prankster and his tribe to resemble a mixture of jester and
clownfish, so that he and his people would have a hard time
securing respect as anything but professional fools.
Aside from their jesterly markings and colorful orange and
white striped lower halves, the amphians also vary quite
remarkably among gender and share an astonishing biological
difference from other merfolk. All amphians begin their lives as
males. Adult male amphians are hairless and Small-sized,
reaching a maximum of 4 feet in length. At around age 40, the
change occurs. The male amphian begins to sprout bright redorange hair on his head, and over the course of one-years time
grows another 2 or 3 feet in length. At the culmination of the
change (12-16 months after onset), the amphian becomes fully
female and lives out the rest of her life as this new gender.
Society: Amphians have a rich culture that is brimming with
tradition and superstition. Males and females share an equal role,
though these roles vary greatly from individual to individual. While
all amphians seem capricious and child-like to most other races,
many do take their vocations quite seriously. A male amphian is just
as likely to be highly skilled in a particular class as a female one,
despite obvious age differences and apparent experience. An
amphian is not expected to grow up at any particular time, and
some even revert back to a more juvenile outlook after the change.
10
common to other
Asrai, Thalassic
Many sages agree that the fey began as elemental forces
of nature that became infused with energy from the world of
Fairie. If this is indeed the case, then the Asrai represent the
water itself. While the drylanders were familiar with tiny
water fairies known as asrai who dwelled in lakes and ponds,
their oceanic cousins remained relatively unknown until long
after the Great Flood. The Thalassic Asrai, also known as
Greater Asrai or Psionic Asrai, are considerably larger.
Much like their smaller kin, however, the Thalassic Asrai are
cold as ice and seemed to be composed entirely of water.
Physical Description: Asrai look much like sea elves and
stand around 5 feet tall. Upon first glance, they may even be
mistaken for sea elves if it was not for that fact that they are
slightly transparent and their hair is composed of long, thick
tendrils. They are devoid of pigment, taking on the color of
their surroundings. Their skin shimmers like the surface of a
bubble. Both males and females seem to be exceptionally
beautiful.
Society: Asrai gender is purely superficial, as they do not
reproduce by biological means. Instead, they appear through
a process known as spontaneous generation, which means
that an asrai child will occasionally spontaneously appear in
the vicinity of two or more asrai. Not even the asrai know
when or how this process will occur, though they usually
accept the obligation of raising the new child and providing
for its continued existence.
Asrai are peace-loving
creatures, but will not hesitate to
defend themselves with whatever
means they deem necessary.
Relations: Thalassic asrai are typically shy and softspoken. Those that get to know an asrai will find that they
often have pleasant personalities and are fond of good
humor, music, and intelligent conversation. They will also
find out that the seemingly peaceful and passive feykith can
transform into a whirlpool hellion in the blink of an eyethen, as quickly as it was lost, their serene composure is
regained. The thalassic asrai universally shun pollution and
abhor murk, leading most to live far away from other races
and civilized lands.
Alignment and Religion: Asrai gravitate towards the
neutral good alignment and prefer similarly aligned deities.
It can be assumed that most asrai are good, or at the very
least benevolent towards any creature that does not
contribute towards polluting the water. Occasionally, a
vengeful asrai will emerge- his initially peaceful mission
twisted by anger and outrage.
Adventurers: Asrai adventurers prefer classes that allow
them to spend long periods of time in quiet contemplation or
study. Thus psions, wizards, and clerics are fairly common
among their population. Their natural psionic abilities
guarantee a much higher percentage of psionic classes among
their population.
Asrai adventure in order to maintain balance, prevent
water pollution, and to protect their isolated communities.
They revere knowledge, especially personal insight, and may
even undertake long quests in order to learn more about
themselves.
Names: Aka, Aloip, Bloo, Biyo, Dwis, Elowin, Fellip,
Fwish, Gurgla, Gree, Hoosh, Ieop, Jeeswa, Liaow, Liswip,
Ooplisa, Pleisa, Sessa, Soosh, Walawa, Zells, Zish
11
Melusine
The nommo often use themselves as an example of an
ancient sea-dwelling species that has no significant history of
psionic power. However, this is not entirely true, and the
melusine stand as living testament to ancient psionic
dabbling. Eons ago, the nommo discovered a rift to another
world that opens once per millennium for one year. The
aquatic race that they encountered from this world, the
vemnu, had a knack for psionic talent. The nommo and the
vemnu made a treaty, exchanging one hundred scholars
each. The nommo intended to learn the vemnus secrets and
harness their own minds untapped potential. Unfortunately
for the vemnu, their scholars died of a mysterious plague less
than a decade into their study. One thousand years later,
when the rift reopened, the descendants of the nommo
scholars stepped through. However, centuries of exposure to
the vemnus home world had changed them into the
melusine. The nommo, horrified, permanently sealed the rift
and tried, in earnest, to eradicate the melusine who were seen
as impure abominations of the nommo bloodline. The
nommo of today will steadfastly deny that the melusine are
related to them, though the melusine have never forgotten.
Physical Description: The melusine have several baseforms, but they do share common features. Their face is similar
to a Nommos in structure, though their eyes range from
phosphorescent green to luminescent blue. Two smaller eyespots glow above each eye in males, or below each eye in
females. Their smooth skin is light grey and often tinged with
mauve. Their gills are fringed with long, finger-like
protrusions. Those that share the merfolk form have lengthy,
eel-like tails like the nommo. Unlike the nommo, however,
these tails are forked toward the end.
Melusine have three different base forms in addition to
the standard gender binary. In each form, the female is
slightly larger and thinner than the male. The most wellknown base-form is the free-mind, which share the merfolk
form and all of the standard characteristics of the melusine.
The overminds look similar, but are larger and have a third
eye in the center of their head in addition to their other eyes
and eye-spots. Finally the low-minds are sexless bipedal
humanoids with advanced muscle structure.
+2 Constitution, +2 Intelligence, -2 Charisma: Melusine are hardy and very intelligent, though
they lack social grace and proper respect for races other than their own.
Racial Buoyancy: -170, Depth Tolerance: 3,000 feet
Medium: Melusine are Medium-sized creatures.
Fast Swim Speed: Melusine have a base swim speed of 40 ft.
Darkvision: Melusine can see in the dark up to 60 feet.
Light Sensitivity: Melusine are dazzled in an area of bright light.
Aquatic: Melusine cannot breathe air or survive on dry land. They begin suffocating after a number of rounds
equal to twice their Con score.
Compound Eyes: Melusine receive a +2 racial bonus on Perception checks.
Melusine
melusine
melusine
12
Pressure Sensitive (300 feet): Melusine are highly acclimated to extreme depths, and suffer from
low pressure. Treat this as if they exceeded their pressure range above depths of 300 feet.
Merkoth
The enigmatic merkoth is rarely encountered, but wellknown. Legends revolving around several famous (or
infamous) individuals of this race have circulated across the
Cerulean Seas. To say this unusual merfolk species prefers a
solitary existence is not entirely true. While steadfast hermits
exist among their kin, many more freely mingle amid the
plethora of sea-born societies. It would be more correct to say
that merkoth prefer not to interact with others of their own
kind. This is perhaps the major contributing factor to their
dwindling numbers and infrequent presence.
Physical Description: Instead of piscine influence seen in
most merfolk makeup, the merkoth is decidedly part
octopus; evident in its elastic, hairless flesh and eighttentacled lower half. Merkoth faces are a strange blend of
attractive and alien. Their pleasantly shaped face, eyes, ears
and lips are offset with a pupilless white eyes and stark
absence of a nose. To complete this peculiar picture, the
merkoth has tubular gill vents on the sides of its neck, a
ridged cranium, and the ability to contort its entire body into
unnatural positions. A merkoths skin coloration changes
with mood and generally ranges from lavender to green with
darker patches of veiny patterns. Males and females differ in
the same ways as that of seafolk and other common merfolk
races.
Society: If merkoth had a society to speak of, it was long
before recorded history. It seems that the Merkoth themselves
know the least of their own history, leaving that to the sages of
other species. Unfortunately, even the vast sea-elven archives
mention the merkoth through the actions of individual
members of their species, with no recorded note of two
merkoths working together, let alone any allusions to a society.
What could be said of their culture is that merkoth despise
each others company, seeking out a mate once in their lives as
a matter of unavoidable instinct. After conception, which is an
extremely private matter carried out in remote isolation, the
merkoth part their ways and strive never to see each other
again. The female lays 1-3 fertilized eggs a few months later.
Great care is then taken to find foster parents (of a nonmerkoth race) for the new offspring, though no more than one
egg is assigned to each family. In fact, the mother
13
Naga, Benthic
Somewhere, hidden among the vastness of the Cerulean
Seas, is the naga city of Talashaku. The city, said to be built
out of crystal and precious gems, is much sought after by
treasure hunters and historians alike. Hunters of this fabled
realm will warn, however, all benthic nagas who are trained
in the psionic arts (which is most of them) are required to
take an oath to protect its location. Even if one could get past
the thousands of psionic snake-men guarding the city, odds
are that one would, at the very least, not remember the tale
well enough to tell it.
Physical Description: To even a novice sage familiar with
monster lore, it is evident that the benthic naga is not a true
naga at all. Despite its obvious naga-like features, its head
seems more reptilian than humanoid, and two very
humanoid-looking arms sprout from its torso. In fact, the
benthic naga are not pure-blooded naga in the traditional
sense, though their progenitors surely were. Whether of
mixed lineage or the result of directed adaptation, the benthic
naga seem to be a unique species of serpentine people in their
own right. The body of a benthic naga is covered in yellow
and black striped scales and it has a long, flattened tail that
aids in swimming, similar to that of a sea-snake.
Society: Benthic nagas are a secretive lot. As far as they
will admit, most originate from a hidden city where they were
taught how to master their psionic power. Naga upbringing
seems to include several oaths of silence concerning many
facets of naga life; the location of their city, their population,
their leadership, and even the particulars of their training all
appear to be taboo to discuss. It is very possible that the
majority of naga do not even hold the answers to these
questions about their own kind.
Medium: Benthic nagas are Medium creatures and have no bonus or penalty
due to size.
Normal Swim Speed: Benthic nagas have a base swim speed of 30 feet.
Scaled Hide: A naga's skin is hardened scales and grants the character a +1
natural armor bonus to AC.
Naturally Psionic: Nagas gain the Wild Talent feat as a bonus feat at 1st
level. If a naga takes levels in a psionic class, he instead gains the Psionic
Talent feat.
Guarded Thoughts: Benthic nagas are immune to any form of mind reading,
such as that granted by detect thoughts. This ability also grants a +2 racial
bonus on all saves against charm effects.
Poison Resistant: Nagas gain a +2 racial bonus on saving throws against
poison.
Serpents Bite: The naga has a natural bite attack with a base damage of 1d8.
Once per day, the naga may choose to inject naga venom with a successful
bite attack. Naga Venominjury; save Fort DC 12 + the nagas level;
frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.
Languages: Nagas begin play speaking Common and Halbok.
Nagas with high Intelligence scores can choose any of the
following: Boggart, Draconic, Delatari, and Loktar.
14
Zef
In the primordial eons of forgotten times, before any beast
roamed on land, the sea was teeming with life. Some of these
creatures are still around in similar forms such as the shark, the
horseshoe crab, and the sea slug. During the age of the
ammonites, another creature was also quite successful. This
mollusk did not have teeth like the shark, nor did it have a hard
shell like the crab. It did have two amazing abilities, however,
that helped it to survive the countless ages. First, it was a
parasite. It could attach itself to the nervous systems of other
mollusks and assume control over the hosts body. The zefs, as
they came to call themselves, were also extremely intelligent.
Originally, the zefs preferred the ammonites as hosts. With the
ammonite forms, they built great cities. The peaceful prehistoric
world that the zefs created eventually ended in a cataclysmic
apocalypse of steam, ice, and lightning. The ammonites were
wiped from the realm. The zefs, however, retreated and
survived. For the next several eons they would survive in the
bodies of colossal deep sea squids. There they stayed in relative
anonymity until the Great Flood. This fostered a revolution
among the zefs, many of which saw this as the rebirth of their
golden age. They adopted a new host, a cowardly species of
primitive snail people known as the snell, and slowly began
infiltrating aquatic society.
Physical Description: Zefs are known today by their snell
forms. These odd creatures have all that one would expect from a
humanoid snail. Standing about 3 feet tall, they glide along on
one muscular foot. A small, flat shell known as an operculum
rests on top of this foot. They have a long, thin body with arms
that are almost skeletal in width. These arms end in equally long
and thin three-fingered hands. A larger 2-foot diameter spiraled
shell protrudes from their backs, much like a backpack. Their
heads extend practically neckless from their torso and have wide
and flat mouths filled with smooth, grinding teeth. Two bulbous
antennae protrude from where their nose should be. Their heads
are capped with two long eye stalks. Zef eyes are simple black
orbs. The most remarkable aspect of the zefs body is that it is
entirely retractable, and fits snugly into the shell that they wear
on their backs. When retracted into
their shell, the foot shell fits neatly
over the main shells opening
providing maximum protection.
Their shells vary in color and
pattern, but are typically black,
white, brown, or yellow.
Naturally Psionic: Zefs gain the Wild Talent feat as a bonus feat at 1st level. If a zef takes levels in a
psionic class, it instead gains the Psionic Talent feat.
15
ANTHROMORPH CROSSBREED
Anthromorph crossbreeds do not gain adjustments
to ability scores as seafolk, but instead gain the
ability score adjustments of their anthromorph
parent. Seafolk-anthromorphs lose the skilled racial
trait and the racial bonus feat that is
available to seafolk. Like anthromorphs, they gain
Amphibious (gills) and Bestial Senses, and often
gain a few racial traits similar to their anthromorph
parents. For the purposes of racial requirements,
these crossbreeds count as both parent races. All
other statistics remain the same as typical seafolk.
Seafolk/Benthic Naga
16
Vital Statistics
Race
Racial Buoyancy
Depth
Tolerance
Amphian, male
-15A
300 ft.
Amphian, female
-60A
300 ft.
3,000 ft.
Melusine
-170
3,000 ft.
Merkoth
-30
1,000 ft.
Naga
-50A
300 ft.
Zef
-20
2,400 ft.
Race
Asrai
Adulthood
Barbarian,
Rogue,
Sorcerer,
Soulknife,
Wilder
Fighter,
Mariner,
Paladin,
Siren,
Psychic
Warrior
Cleric,
Kahuna,
Monk,
Psion
Wizard
15 years
+1d4
+1d8
+2d6
TABLE 2-5:
STARTING RACIAL ABILITY ADJUSTMENTS
38 years
+1d6
+1d10
+2d8
Race
Str
Dex
185 years
+4d8
+5d8
+7d10
Amphian
-2
Amphian,
male
Amphian,
female
Asrai
Con
Int
Wis
Cha
+2
+2
-2
+2
+2
-2
Melusine
25 years
+1d6
+1d8
+2d8
Asrai
Merkoth
15 years
+1d4
+1d6
+2d6
Melusine
+2
+2
Naga
35 years
+1d10
+3d6
+4d8
Merkoth
+2
+2
-2
+2d6
Naga
+2
+2
-2
Zef
-2
+2
+2
15 years
Zef
+1d4
+1d6
Middle
Age
Old
Venerable
Amphian
60 years
80 years
120 years
Asrai
250 years
310 years
370 years
Melusine
55 years
73 years
90 years
Merkoth
40 years
70 years
80 years
Naga
70 years
110 years
130 years
Zef
80 years
90 years
100 years
Maximum
Age
120 + 2d10
years
370 + 1d%
years
90 + 3d20
years
80 +1d20
years
130 +
3d10 years
100 +1d20
years
Base Height/Length
Modifier (in.)
Amphian, male
3 ft. 2 in.
1d6
Amphian, female
4 ft. 6 in.
3d6
Asrai, male
5 ft. 3 in.
2d8
Asrai, female
4 ft. 8 in.
2d6
Melusine, male
6 ft.
2d4
Melusine, female
6 ft. 6 in.
1d6
Merkoth, male
5 ft. 5 in.
2d6
Merkoth, female
5 ft.
1d12
Naga, male
7 ft. 4 in.
2d6
Naga, female
7 ft. 8 in.
2d8
Zef
2 ft. 8 in.
3d4
17
Chapter 3:
3:
18
19
20
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 Lions 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.
New Class
In addition to the core psionic classes, the
Cerulean Seas has an additional psionic class that is
fairly common, some would say even notorious. This
class, renowned for its uncanny appearance as well
as its tenacity in combat, is known as the aquanaut.
Aquanaut
Many aquatic sages have hypothesized that all
sentient races, no matter their species, are
ultimately made up of the ancient
creatures that came before them. The
aquanaut has taken this theory to a
new level; they have mastered the
very fiber of their genetic heritage.
Through intense psionic introspection
and unique psychometabolic disciplines,
they have permanently unlocked physical
features that eons of evolution have
served to suppress. Thus, through potent
mutations, they sculpt their bodies into
versatile fighting machines.
No two aquanauts look alike,
as each individual tailors her
body as she sees fit. They each
draw inspiration from traits
common to fish, crustaceans,
mollusks, reptiles, aquatic
mammals, and even reef flora.
Role: 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.
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 10 gp.
CLASS SKILLS
The aquanauts class skills are
Autohypnosis (Wis), Climb
(Str), Craft (Int), Handle
Animal (Cha), Heal (Wis),
Intimidate (Cha), Knowledge
(geography) (Int), Knowledge
(nature) (Int), Knowledge (psionics)
(Int), Perception (Wis), Profession
(Wis), Ride (Dex), Spellcraft (Int),
Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 4 + Int
modifier.
CLASS FEATURES
All of the following are class features of the
aquanaut:
Weapon and Armor Proficiency: Aquanauts are
proficient with all simple and martial weapons and
with light armor, medium armor, and shields
(except tower shields). They are also proficient with
all natural weapons and armor that they develop
through their mutations.
Phyla (Ex): An aquanaut starts first level with
one creature category (known to aquanauts as a
phylum) from which to choose mutations from.
Each phylum has a handful of mutations, which
include both natural attacks and defense.
At 5th level, and every four levels attained
thereafter (9th, 13th, and 17th levels) the
aquanaut gains another phylum to choose
mutations from. The aquanaut also gains a
bonus mutation from this new phylum
upon obtaining it.
Phylum Empathy (Ex): The
commonality between the
aquanaut and the creatures of
her phyla goes deeper than
merely adopting favored bits of
form. With deep physiological
changes comes a subtle
understanding of behaviors and an
increased ability to communicate in
ways understood by wildlife.
The aquanaut may attempt a
modified Diplomacy check against
animals that can be classified in a phylum
she has gained through the phyla class
feature. The aquanaut rolls 1d20, adding
her aquanaut class level and Wisdom
modifier, and treats the result as a
Diplomacy check to modify the animal's
attitude. The typical domestic animal has a
starting attitude of indifferent, while wild
animals are usually unfriendly. To use this
ability, the aquanaut and her audience must
be within 30 feet of each other under
normal visibility conditions. Generally,
influencing an animal in this way takes 1
minute. As with influencing people, it
can take more or less time depending on
the circumstances. Unlike the ranger,
the aquanaut cannot use this ability
to influence a magical beast.
21
Fort Ref
Will Special
1st
+1
+2
+0
+2
2nd
+2
+3
+0
+3
3rd
+3
+3
+1
+3
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
6th
+6/+1
+5
+2
+5
7th
+7/+2
+5
+2
+5
8th
+8/+3
+6
+2
+6
9th
+9/+4
+6
+3
+6
3rd phylum
10th
+10/+5
+7
+3
+7
11th
+11/+6/+1
+7
+3
+7
12th
+12/+7/+2
+8
+4
+8
13th
+13/+8/+3
+8
+4
+8
14th
+14/+9/+4
+9
+4
+9
15th
+15/+10/+5
+9
+5
+9
16th
+16/+11/+6/+1
+10
+5
+10
Transpose mutation
2nd phylum,
Pelagic panoply (+1)
Depth mastery
4th phylum
5th
phylum
11
14
17
20
24
10
28
11
32
12
37
12
42
13
47
14
52
17th
+17/+12/+7/+2
+10
+5
+10
18th
+18/+13/+8/+3
+11
+6
+11
15
58
19th
+19/+14/+9/+4
+11
+6
+11
15
66
20th
+20/+15/+10/+5
+12
+6
+12
16
74
22
Power
Maximum
Total
Points Powers Power Level
Mutations per Day Known
Known
23
[armor]
Mutations with the [armor] descriptor count as
worn armor, though they cannot be removed from
the aquanauts body and cannot be sundered. Any
effect that would damage or destroy the armor, give
it the broken condition, or remove it from the
aquanaut's body simply fails to do so. Though the
armor cannot be removed, it can be enchanted and
targeted by spells normally.
[extra arm]
Mutations with the [extra arm] descriptor
typically allow the aquanaut to grow an extra arm
of some sort which is often weaker and less
dexterous than her normal arms, but never-the-less
helpful. Mutations with the [extra arm] descriptor
can be taken multiple times. Each time it is taken,
the aquanaut gains an additional arm, up to a
maximum of 4 extra arms total. While the arms can
perform various tasks such as holding a book open
or retrieving an item from a pouch, they are weak
and awkward. Each arm has an effective Strength
and Dexterity score of 3 (-4 ability modifier). When
combined with another extra arm or arms creating
one functional arm, these ability scores add
together, reaching 6 (-2 modifier) with 2 extra arms,
9 (-1 modifier) with 3 extra arms, or 12 (+1 modifier)
with all 4 extra arms. These abilities scores are used
when calculating skill checks, attacks, and so
on made with the extra arms. The Strength and
Dexterity scores of the extra arms cannot be
improved or enhanced in any other way. However,
they are affected by penalties and other effects that
decrease or cause damage to the aquanauts ability
scores. Extra arms with a modified ability score of 0
hang limply from the aquanauts side and become
useless and can no longer be combined to making a
more useful arm. Thus, 3 points of Strength or
Dexterity damage will disable all of the aquanauts
extra arms.
Combining one or more extra arms with one of
the characters normal arms creates an averaging
effect on the effective ability scores. Add the
ability score of the extra arms involved to the
24
[shell]
Mutations with the [shell] descriptor allow the
aquanaut to withdraw into a shell while retaining
her clothing (not including containers such as
scabbards, pouches, or bandoliers), light armor, or
jewelry. Any equipment falling outside those
categories that is worn or carried by the aquanaut at
the time of her withdrawal is considered to be
removed and dropped. If these items cannot be
removed easily (such as heavy manufactured
armor) the character cannot withdraw into her shell
until it is. While withdrawn into the shell, the
aquanaut is essentially blind and paralyzed, though
she can leave as a swift action.
PHYLA
The following phyla and their associated
mutations are available to the aquanaut to choose
from. Level prerequisites refer to levels earned in
the aquanaut character class. Physical manifestations
that match or overlap the characters normal racial
characteristics become replaced by the mutation.
Cnidarian
Cnidarians are living coral and jellyfish. They
have stinging tendrils and many defensive qualities.
This category may also include features common to
other invertebrates of the coral reef that do not fall
into other categories.
Anchored
Mutation Prerequisites: 3rd level
Physical Manifestation: The aquanaut grows
root-like tendrils from the lower half of her body.
Effect: As a full-round action, the aquanaut can
affix herself to a solid surface. While anchored, she
cannot move, and gains a +4 bonus to her CMD on
all checks to resist being bull-rushed, dragged,
overrun, or repositioned. This bonus increases by +4
for each size category larger the aquanaut is
compared to the opponent attempting the
maneuver. She can detach herself as a full-round
action. She cannot anchor to a living creature or
animated construct.
Psionic Boost: For 2 power points, increase the
CMD bonus by +1. The additional bonus for size
difference is not increased.
Bramblehide [armor] [hide]
Mutation Prerequisites: None
Physical Manifestation: The aquanauts skin
hosts a thick tangle of seaweed and other ocean
flora.
Effect: The aquanaut is considered to be wearing
a suit of muck armor at all times. She suffers no ill
effects from resting in or wearing the armor for
prolonged periods of time.
Psionic Boost: For 1 power point, the aquanaut
can retract the bramblehide armor into her skin. The
armor does not count as worn when retracted.
Coral Attunement
Mutation Prerequisites: Aquanaut does not
already have the Coral Link feat.
Physical Manifestation: The aquanaut sprouts
living coral from the top of her head.
Effect: The aquanaut gains the Coral Link feat
(CERULEAN SEAS CAMPAIGN SETTING).
Psionic Boost: None.
25
OSTREOPSIS SLIME
Type poison, injury; Save Fort DC 10 + the
aquanauts level + the aquanauts Constitution
modifier
Frequency 1/round for 2 rounds
Effect 1 Con; Cure 1 save
26
Crustacean
Crustaceans are made up of crabs, lobsters, and
shrimp. They typically have powerful claws and
strong armor.
Chitin Fists [hands]
Mutation Prerequisites: None
Physical Manifestation: The aquanauts hands
become sheathed in spiked chitin.
Effect: The aquanaut gains the benefit of the
Improved Unarmed Strike feat when using her fists
only. In addition, the aquanauts unarmed strikes
can deal piercing instead of bludgeoning damage.
Psionic Boost: For every two power points spent
(max 2 points per 5 class levels), the aquanaut's fists
deal +1 damage per hit.
Feelers
Mutation Prerequisites: 7th level
Physical Manifestation: The aquanaut grows
long lobster-like antenna and her body becomes
covered in bristly hairs.
Effect: The aquanaut gains tremorsense out to a
range of 30 feet. This allows the aquanaut to
pinpoint the location of creatures that it cannot see
without having to make a Perception check as long
as the creature and the aquanaut are not flying, but
such creatures still have total concealment from the
aquanaut. Visibility still affects the aquanauts
movement and she is still denied her Dexterity
bonus to Armor Class against attacks from creatures
she cannot see.
Psionic Boost: For 2 power points, the range of
the tremorsense is extended by 5 feet (up to a
maximum total of 60 feet).
27
Lobster Claw
Mutation Prerequisites: 6th level
Physical Manifestation: One of the aquanauts
hands mutates into a giant pincer.
Effect: The aquanaut loses the use of a hand (her
choice of which one) and gains a natural pincer
attack with a base damage of 1d6 for Medium
characters. She treats her pincer as a primary
natural attack, but otherwise follows all rules for
natural attacks (see the Combat section of the
PATHFINDER CORE RULEBOOK). Other mutations that
affect her hands (and do not refer specifically to
pincers) will not apply to attacks made with the arm
affected by the lobster claw mutation.
Special: The aquanaut can still wield one-handed
weapons using her pincer, but does so with a -4
penalty to hit. Two-handed weapons wielded in
conjunction with the lobster claw suffer a -2 penalty
to hit.
Psionic Boost: For 5 power points, the base
damage of the pincer changes to that of the next size
category. Maximum boost is 3 size categories from
the original.
28
Mammal
Marine mammals include seals, dolphins, and
whales. They have keen intellects, the ability to
breathe air, and sharp teeth.
Cetacean Sonar
Mutation Prerequisites: 11th level
Physical Manifestation: The aquanaut gains a
blowhole on the back of the base of her neck.
Effect: The aquanaut gains blindsight out to a
range of 30 feet. The aquanaut can maneuver and
attack as normal, ignoring darkness, invisibility,
and most forms of concealment as long as she has
line of effect to the target.
Furthermore, the aquanaut can breathe out of
water indefinitely and is considered to have lungs
in addition to her other breathing mechanisms.
Special: The aquanaut can now learn and speak
the Ceti language by putting a skill rank into the
Linguistics skill. If she loses this mutation, she also
loses the ability to speak and understand this
language.
Psionic Boost: For 2 power points, the range of
the blindsight is extended by 5 feet (up to a
maximum total of 60 feet).
Dolphin Flip
Mutation Prerequisites: None
Physical Manifestation: The aquanaut sprouts a
dolphin fin on her back (in addition to her other
dorsal fins, if any).
Effect: The aquanaut gains the Dolphin Flip feat
(CERULEAN SEAS CAMPAIGN SETTING), even if she
does not meet the perquisites.
Psionic Boost: For 5 power points, the aquanaut
also gains the benefits of the Flying Fish Leap feat
for the round.
Hippo Sweat
Mutation Prerequisites: None
Physical Manifestation: The aquanaut constantly
sweats a reddish liquid with a mild, musky odor.
Effect: The aquanaut is protected from nonlethal
damage from hot environments, and gains a +2
racial bonus on saving throws against nonmagical
disease.
Psionic Boost: For 1 power point, the aquanaut
gains resist steam 1. Each additional power point
spent will increase the resistance by one, up to a
maximum of twice the aquanaut's level.
Otter Nose
Mutation Prerequisites: 4th level
Physical Manifestation: The aquanaut gains an
otter-like nose, replete with whiskers.
Effect: The aquanaut gains an enhanced sense of
smell, equivalent to the scent ability of some
monsters. This ability allows her to detect
approaching enemies, sniff out hidden foes, and
track by sense of smell. With the scent ability, the
aquanaut can identify familiar odors just as
humanoids do familiar sights. She can detect
opponents within 30 feet by sense of smell. If the
opponent is up-current, the range increases to 60
feet; if down-current, it drops to 15 feet. Strong
scents, such as blood or rotting kelp, can be detected
at twice the ranges noted above. Overpowering
scents can be detected at triple normal range.
When the aquanaut detects a scent, the exact
location of the source is not revealedonly its
presence somewhere within range. She can take a
move action to note the direction of the scent.
Whenever she comes within 5 feet of the source, she
pinpoints the sources location. The aquanaut can
follow tracks by smell, making a Survival check to
find or follow a track. The typical DC for a fresh
trail is 10. This DC increases or decreases depending
on how strong the quarrys odor is, the number of
creatures, and the age of the trail. For each hour that
the trail is cold, the DC increases by 2. For the
purposes of this mutation, ignore the effects of
surface conditions and poor visibility.
Psionic Boost: For 2 power points increase the
range of scent by 10 feet, up to a maximum total of
120 feet.
29
Water Blast
Mutation Prerequisites: 5th level
Physical Manifestation: The aquanaut grows a
large hump on her back.
Effect: The aquanaut can shoot a pressurized blast
of water from her mouth (or blowhole if she has one)
once per round as a standard action. This ranged
touch attack deals 1d8 damage to a target within 30
feet (no range increment). If it successfully hits, the
target is pushed as though they were affected by a
localized water current moving at a speed of 100 feet
directly away from the aquanaut. Above water, the
blast still does damage but does not push targets.
Psionic Boost: For 3 power points, the range of
the blast is increased by 5 feet, up to a maximum
total of 60 feet.
Whale Blubber
Mutation Prerequisites: None
Physical Manifestation: The aquanaut grows
plump and spindle-shaped.
Effect: The aquanaut can go up to 5 times longer
without food. In addition the aquanaut gains DR
5/piercing or slashing.
Psionic Boost: 5 power points to increase damage
resistance by 5. It can only be enhanced in 5 point
increments.
Mollusk
Mollusks include squids, octopi, and snails. They
often have amorphous bodies and strong armor.
Arm Tentacles
Mutation Prerequisites: 7th level
Physical Manifestation: The aquanauts arms
become rubbery like those of a squid.
Effect: The aquanauts reach increases by 5 feet.
Psionic Boost: For 10 power points, the
aquanaut's reach extends another 5 feet (up
to a maximum total of 15 feet).
Chromatophore [hide]
Mutation Prerequisites: 5th level
Physical Manifestation: The aquanauts body
becomes covered in slimy, squid-like skin that she
can change the color of at will.
30
Octopus Ink
Mutation Prerequisites: None
Physical Manifestation: The aquanaut grows
either a beard of octopus tentacles or octopus
tentacle hair, chosen at the time of taking the
mutation.
Effect: Once per minute, the aquanaut can emit a
10-foot-radius cloud of ink as a free action while
underwater. This cloud provides total concealment.
The ink persists for 1 minute, even in strong water
currents. The ink has no effect on scents.
Psionic Boost: For 3 power points, the radius of
the cloud is extended by 5 feet, up to a maximum
total of 50 feet.
31
Piscine
Piscine includes all species of fish in the sea. They
are typically the best swimmers and are adept at
biting.
Angler Orb
Mutation Prerequisites: None
Physical Manifestation: The aquanaut grows a
long antenna from the top of her forehead that
terminates in a glowing orb.
Effect: The orb can shed light in a 20-foot radius.
For the first half (10 feet), the orb emits up to normal
light. For the other half, the light level increases by
one step (up to the same level as the orb). Areas of
normal or stronger light are not further illuminated.
The aquanaut can control the level of illumination
of the orb (up to normal light). If the aquanaut is
rendered dead or unconscious, the light
extinguishes.
Psionic Boost: For 1 power point, the total radius
of the illumination is extended by 10 feet, to a
maximum of 40 feet.
CATFISH VENOM
Type poison, injury; Save Fort DC 10 + the
aquanauts level + the aquanauts Constitution
modifier
Frequency 1/round for 4 rounds
Effect 1d2 Str; Cure 1 save
32
Puffer Puff
Mutation Prerequisites: None
Physical Manifestation: The aquanauts skin
becomes baggy and appears deflated. While
expanded, she blows up into a large ball, much like
a frightened puffer fish.
Effect: As a swift action, the aquanaut can
instantly grow, doubling her height and length, and
quadrupling her width. The aquanaut's size
category increases by one, affecting her attack rolls,
AC, and combat maneuvers. The aquanaut also
suffers a 4 penalty to Dexterity due to both her
new size and awkward, bloated state. This power
also halves the aquanauts speed while it is in effect.
If insufficient room is available for the desired
growth, the aquanaut attains the maximum possible
size and can make a Strength check to burst any
enclosures in the process. If she fails, she is
constrained without harm by the materials
enclosing her. Equipment is not expanded by this
power, and may even be ripped apart if it does not
easily expand or unfasten.
Multiple effects that increase size do not stack,
which means (among other things) that the
aquanaut cant use an expansion power to further
expand herself. The aquanaut can, however, use
weapons made for her new size category and take
advantage of greater damage as a result. Natural
weapons are likewise larger and do more damage
accordingly as well. The aquanaut can deflate back
to normal size as a swift action. Once deflated, the
aquanaut cannot inflate again for 10 rounds.
Special: Although inflation takes no power points
to activate, it will only remain active if no power
points are being spent. If the characters power
point pool is decreased in any way besides using
them to boost (or maintain the boost for) this
mutation, the character will instantly deflate, and
not be able to inflate again for 10 rounds.
Psionic Boost: For 6 power points, the aquanaut's
size category increases by two instead of one. She
suffers a 6 size penalty to Dexterity (to a minimum
effective Dexterity score of 1), and any penalties to
attack rolls and AC due to her new size. This
mutation can only be enhanced one step (maximum
6 power points spent per round).
33
34
Reptile
Aquatic reptiles include crocodiles and sea turtles.
They often have tough armor and a beastly bite.
This category often includes aspects common to
amphibians as well.
Burrowing Claws
Mutation Prerequisites: 9th level, Reptilian Claws
Physical Manifestation: The aquanauts claws
grow longer and sturdier.
Effect: The aquanaut gains a burrow speed equal
to 15 feet. She can use this speed to move through
dirt, clay, sand, and earth. She does not leave a hole
behind, nor is her passage marked on the surface.
Psionic Boost: For 1 power point, the burrow
speed increases by 5 feet, up to a maximum total
speed of 60 feet.
Snakebite [poison]
Mutation Prerequisites: A natural bite attack
Physical Manifestation: The aquanauts teeth
become needle sharp and her tongue becomes
forked.
Effect: The aquanauts bite becomes poisonous,
injecting disteira venom on a successful attack.
DISTEIRA VENOM
Type poison, injury; Save Fort DC 10 + the aquanauts
level + the aquanauts Constitution modifier
Frequency 1/round for 6 rounds
Effect 1d3 Str; Cure 1 save
35
Prestige Classes
The sea holds many prestigious titles for those
brave enough to seek them. Listed below are ways
to adapt existing psionic prestige classes that are
offered in PSIONICS UNLEASHED. Afterwards, two
new prestige classes are presented.
Phrenic Slayer
Change: The Phrenic Slayer uses Table 3-2 to
determine their favored enemies. This replaces the
favored enemies normally offered by this prestige
class.
TABLE 3-2: PHRENIC SLAYER FAVORED ENEMIES
Elocater
Changes: The effects for the follow powers are
altered or replaced:
Personal Gravity (Su): While this power does
allow the elocater to walk on water, walking on
vertical surfaces has significantly less versatility
than it has on dry land. However, this power also
allows the elocater to obtain zero, negative, or
positive buoyancy as a free action.
Scorn Earth (Su): This power is replaced by
Topsy Turvy, detailed below.
Topsy Turvy (Su): At first level, the elocater can
reorient which director is considered up for himself
as a free action. Any direction can be signified,
including right, left, upward at a diagonal, and even
straight down. Buoyancy effects for the elocater
works based off the new direction.
Topsy Turvy is constantly active, even when
unconscious, unless the elocater is heavily
encumbered or slain. The elocater can ignore the
disoriented condition as he can right himself as a
free action.
Terminal Velocity (Su): This power also applies
to sinking or floating.
Freerunning (Ex): Referred to by the aquatic
elocater as freeswimming, the power
applies to his swimming speed rather than
his land speed.
36
Type (Subtype)
Type (Subtype)
Aberration
Animal (non-trueforms)
Animal (trueform)
Construct
Dragon
Fey
Humanoid (anthromorph)
Humanoid (feykith)
Humanoid (giant)
Humanoid (merfolk)
Humanoid (other subtype)
Magical beast
Monstrous humanoid
Ooze
Outsider (air)
Outsider (good)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (lawful)
Outsider (native)
Outsider (water)
Outsider (steam)
Plant
Undead
Vermin
Cerebremancer
Feykith (especially the thalassic asrai) are prime
candidates to become cerebremancers, as their
nature is already heavily rooted in the arcane.
Merfolk, with their innate versatility, are also
frequently seen among the ranks of cerebremancers.
Cerulean seas cerebremancers often act as
emissaries between psionic and non-psionic
cultures.
Elocater
Delphins particularly enjoy the powers afforded
by the elocater prestige, but any race with psionic
leanings has been known to have fostered honored
elocaters. Even slow-moving zefs have found great
advantage in increased mobility.
The elocator can be an extremely valuable asset
in the Cerulean Seas, where the distance between
cities is often unpatrolled, perilous, and bereft of
friendly folk. For this reason, many cities have hired
them on as special messengers and couriers for
particularly sensitive and important matters.
Metamind
Metaminds are common among races that are
considered highly introspective, including the ix
and the melusine. The zefs will also yield a few
members of this caliber, as they are always prepared
for a long psionic battle. Their enemy, the deepdwelling zohs are known to use living vessels to
store vast amounts of psionic power and can often
match the greatest metaminds in psychic
endurance. The zefs shudder to think what might
happen if they did not train hard to obtain this class,
as they do not wish to stoop to the low ethical
standards of their racial enemy to obtain such
power.
Phrenic Slayer
Any race with a notable grudge against another
might produce phrenic slayers. The pisceans
typically come to mind, as their fear and hatred of
aquatic aberrations (which are often psionically
inclined) is legendary.
Psion Uncarnate
Psion Uncarnates are typically very rare in the
Cerulean Seas, though several tales of asrai
uncarnates proliferate through the waves. Like their
terrestrial counterparts, the aquatic uncarnate is
often walks a lonely path.
Psychic Fist
The perfect blend of psionics and martial arts,
any disciple of Jaxlen might strive towards this
path. In truth, ixian psychic fists are rare, though
members of other races within Jaxlenite monasteries
are much more common.
Thrallherd
The term goodly thrallherd is somewhat of an
oxymoron, though a few zef thrallherds may
disagree due to their particularly warped reasoning
when dealing with what they consider lesser
races. Melusine overminds will justify this class
with a similar excuse. Evil races, however, are
particularly fond of this prestigious class.
Warmind
There are few races that could not benefit from a
warmind. They are found among all races that
commonly support psionic classes.
37
CLASS SKILLS
38
Fort
Save
Ref
Save
Will
Save
1st
+0
+0
+0
+1
2nd
+1
+1
+1
+1
3rd
+1
+1
+1
+2
4th
5th
+2
+2
+1
+2
+1
+2
+2
+3
6th
7th
8th
+3
+3
+4
+2
+2
+3
+2
+2
+3
+3
+4
+4
9th
10th
+4
+5
+3
+3
+3
+3
+5
+5
Level
Special
Fast Movement +10 ft.,
Gripping Water
Quickening Current 10 ft.
radius
Fast Movement +20 ft.,
Speed of Thought
Rough Water
Quickening Current 20 ft.
radius, Freeze/Scald
Fast Movement +30 ft.
Impassable Water
Quickening Current 30 ft.
radius
Fast Movement +40 ft.
Vortex
Powers Known/Max
Power Level
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
-
39
40
REQUIREMENTS:
To qualify to become a shark incarnate, a
character must fulfill all the following criteria.
Class: Must be a psychic warrior who has
achieved use of both trance and maneuver in
the Feral Warrior Path.
Skills: Survival 5 ranks
CLASS SKILLS:
1st
2nd
3rd
4th
5th
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
+1
+2
+3
+4
+5
+1
+1
+2
+2
+3
+1
+1
+2
+2
+3
+0
+0
+1
+1
+1
Special
Bloody Jaws
Blood Frenzy
Relentless
Savage the Fallen
Never-Ending Hunger
Powers
Points/Day
Powers Known/
Max Power Level
2
5
9
-
41
Chapter 4:
4:
Puffer Quills
42
Feats
All of the feats presented in PSIONICS
UNLEASHED are equally available in an aquatic
setting and work without the need for any
modification. For other psionic feats, only slight
adjustments may be needed. Movement and speed
in the Cerulean Seas campaign setting always refers
to swimming and Swim speed, unless otherwise
noted. Likewise, effects that cause an opponent to
become prone instead cause an opponent to become
disoriented. In an aquatic setting, fire damage
usually instead refers to steam damage. For
merfolk, feats that refer to kicking instead refer to
an attack with the tail or tail slap. Obviously, feats
designed exclusively for classes or races that do not
exist in the Cerulean Seas campaign setting are not
typically available.
New feats
The following feats are unique to the Cerulean Seas
campaign setting.
BOILING POWER [METAPSIONIC]
Your powers with the [steam] descriptor
create steam that continues to cling and burn the
target. In addition, the hazy steam interferes with
the vision of those affected.
Benefit: To use this feat, you must expend
your psionic focus. The steam of your steam power
continues to boil the water around the target,
partially blinding it and causing additional damage
to it for a short time. That creature takes damage
equal to the powers level at the start of its next turn
and is dazzled. On the next turn, if one half of the
base damage dealt from the boiling power feat
during the previous round is equal to or greater
than 1, that creature takes that much damage and
remains dazzled during this round. This continues
until one half of the base damage is less than 1
point. For example, if energy ball (level 4 kineticist)
is successfully used to cause steam damage to an
opponent and augmented by this feat, that
opponent would take 4 steam damage and become
dazzled at the start of the next round, 2 steam
damage and remain dazzled on the round after, and
finally 1 point of steam damage and continued
vision impairment on the 3rd round after the initial
attack. Afterwards, the effect dissipates without
further damage or vision issues. This feat can only
be used with powers that have the steam (formerly
fire) descriptor and deal damage. Using this feat
increases the power point cost of the power by 3.
43
none
Bolstering Boost 1
Collective Mind
Collective Power 1
Merkoth
Amphian,
5 ranks in any Perform skill
Mutations class feature,
2 or more mutations with
the [Extra Arms] descriptor
Mutations class feature
Ability to manifest
metamorphosis,
anthromorph subtype
Naga
Melusine
Asrai
Asrai
Feykith subtype,
Manifester level 3rd
Naga
Extra Mutation 1
Form and Family 1
Hypnotic Eyes 1
Indissoluble Will 1
Liquefy 1
Liquid Body 1
Might and Magic 1
Mind Venom 1
Overseeing Eye 1
Puffer Quills 1
Tail of Tales 1
Talented Tentacles
Weapon of Ice 1
Melusine
none
Merfolk subtype
Merkoth,
base attack bonus +4
Amphian,
Manifester level 3rd.
Con 13
1Psionic
3Item
Truthseer 1
feat,
2Metapsionic
feat,
You can create a psionic ioun bubble that can warn of impending danger.
You can create a psionic mystic starfish that can fulfill the Concentration
requirement of powers when you cannot.
You can create a cloud of ink that cannot be dispersed.
While using your perform skill you cause your audience to become
fascinated.
You gain an additional attack with your extra arms.
creation feat
44
Benefits
Creatures damaged by your powers with the steam descriptor take extra
damage and become dazzled.
You spend fewer power points to boost your mutations.
You can tap into the great zef collective to gain knowledge.
Once per day you can manifest a power that you do not know.
45
46
Powers
This section contains altered and new psionic
powers for an underwater game. While the powers
from PSIONICS UNLEASHED that were not altered
here were designed for a land campaign involving
humanoid characters with hands and feet, it is not
too hard to extrapolate an underwater effect for
them, and fins, flippers, and tentacles can easily
replace hands and feet in the description.
Likewise, if a power refers to walking and
running, it now refers to swimming and diving.
All aquatic races can manifest powers underwater
without the need for an extra concentration check
(as is normally required for non-aquatic races).
Aquatic Equivalent
Catfall
Jellyfloat
Chameleon
Cuttlefish*
Control Air
Control Water
Control Fire
Control Steam
Cacophony Dragons
Exhalation*
Fiery Discorporation
Icemeld
Oak Body
Wooden Body*
Skate
Slipstream
Stomp
Splash
Tornado Blast
Whirlpool Blast
47
Aquanaut Powers
Complete Aquanaut Power List
1st-Level Aquanaut Powers animal affinity, biofeedback, bite of the
barracuda (same as bite of the wolf), burst, call to mind, claws of the
beast, compression, create sound, cuttlefish (same as chameleon), detect
psionics, distract, ectoplasmic sheen, elfsight, empathy, empty mind,
entangling ectoplasm, expansion, float, force sheen, fortify, grip of iron,
hammer, heightened vision, inertial armor, jellyfloat*, metaphysical
claw, metaphysical weapon, minor metamorphosis, my light, natural
healing, precognition defensive, precognition offensive, prevenom,
prevenom weapon, slipstream*, splash*, thicken skin, vigor.
2nd-Level Aquanaut Powers body adjustment, body equilibrium,
cleanse body, concealing amorpha, control water*, detect hostile intent,
dissolving touch, dissolving weapon, ectoplasmic net*, empathic
transfer, energy stun (electricity and sonic only), fate leech,
gyrostrike*, hustle, painful strike, prowess, psionic dolphins dive
(same as psionic lions charge), psionic scent, specified energy
adaptation, thought shield, wall walker.
3rd-Level Aquanaut Powers body purification, cacophony dragons
exhalation (same as exhalation of the black dragon), claws of the
vampire, danger sense, duodimensional claw, ectoplasmic cocoon,
ectoplasmic form, endothermic panoply*, energy burst (electricity
or sonic only), escape detection, graft weapon, greater concealing
amorpha, hostile empathic transfer, hydraulic shell*, mental
barrier, metamorphosis, sharpened edge, touchsight, ubiquitous
vision, vampiric blade.
4th-Level Aquanaut Powersadapt body, aqueous coalescence*, claw of
energy, energy adaptation, energy current (electricity only), flight,
immovability, psychic drain, slip the bonds, steadfast perception,
truevenom, truevenom weapon, weapon of energy.
48
49
Undersea Powers
The following powers are presented in alphabetical order.
These powers do not function outside of water and their effects
do not extend beyond the waters surface.
AQUEOUS COALESCENCE
Discipline: Psychokinesis
Level: Aquanaut 4, psychic warrior 4
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 20-ft.
Area: 20-ft. radius emanation, centered on you
Duration: 1 min./level
Saving Throw: None; Power Resistance: No
Power Points: 7
Using kinetic energy, you strengthen the bonds of the water
molecules around you, thickening the water in the affected area
into a gel-like consistency. The effect remains centered on you,
and does not hamper you in any way. However, other creatures
moving through the area of affect swim at half their normal
speed and take a 2 penalty on all melee attack and melee
damage rolls. The thickened water prevents effective ranged
weapon attacks (except for magic rays and the like). Buoyancy
acceleration is canceled out for a creature or object that moves
through the area of effect. While inside of the area, the maximum
rate of movement due to buoyancy is 10 feet per round (sinking
or floating).A creature cannot take a 5-foot-step while within this
area. Water currents moving slower than 100 feet are negated
within the effect of this power. Currents moving 100 feet or faster
instantly dissipate this power.
ATOMIC AGITATION
Discipline: Psychokinesis [Steam]
Level: Kineticist 6, psychic warrior 6
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Vertical cylinder (20-ft. radius, 60 ft. long, with you at the
bottom center)
Duration: 1 round/level (D)
Saving Throw: None; Power Resistance: No
Power Points: 11
You vibrate the water molecules around you, creating a
column of superheated water. A burst of boiling hot water blasts
upward from your body, inflicting 4d6 steam damage +1 point per
level to all other creatures in the area and disorienting them. A
successful Fortitude save halves the steam damage and negates
the disorientation. Swimming creatures are forced towards the
surface by the powerful up-flow unless they make a DC 15
Acrobatics skill check, in which case they remain at their original
depth. Any creature that takes damage from this effect becomes
fatigued (or exhausted, if already fatigued, such as from a previous
round of exposure to this power). You are unaffected by the
power, and the column of superheated water moves with
you, as you move.
50
CONTROL ICE
Discipline: Psychokinesis [Ice]
Level Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One nonmagical source of ice; see text
Duration: Concentration, up to 1 min./level
Saving Throw: See text; Power Resistance: No
Power Points: 1
You cryokinetically control the intensity or movements
of the cold energy from one source of ice. A nonmagical ice
source can be controlled if it is equal to or smaller than the
maximum size of ice sample you can control according to
your manifester level, as noted on the accompanying table.
You can freely switch control between different ice sources,
or change the nature of your control, while you maintain
concentration, but only one specified change (keeping ice
from melting, animating it, or altering its size) can be made to
one source of ice in a round. When your control over a source
of ice lapses, that ice block immediately returns to its original
state (or melts away if it has been moved to warmer waters).
With this power, you can artificially keep ice from melting
normally; even exposing controlled ice to scalding steam will
not melt it (though completely removing the ice from water
will cancel this power and allow it to melt normally).
This power also enables you to make ice move as if it
were a living creature. You can animate only naturally
occurring ice; if you attempt to animate ice that has been
increased or decreased in size by your augmentation of this
power, the ice immediately returns to its original size. An
animated ice chunk moves at a speed of 30 feet. Ice that
moves into warm water melts as soon as your control over it
lapses.
Animated ice can enter any square, even one a creature is
occupying. If animated ice enters a square occupied by a
creature, that creature can make a Reflex save to get out of
the way (DC 11 + the number of dice of damage the ice does
+ your key ability modifier). A successful Reflex save moves
the creature to the nearest unoccupied square (if there are
multiple, the creature chooses which).
If a creature begins its turn in a space occupied by
animated ice, it takes the damage listed on the accompanying
table. If the creature takes damage and is the same size or
smaller than the ice, it may be frozen (effectively paralyzed)
unless it makes a Reflex save (same DC as above). A frozen
victim takes damage each round and may attempt to break
free as a full-round action (Escape Artist DC 25 or Strength
DC 30). If the animated ice leaves the the space of the frozen
creature, it is freed automatically. A creature that has freed
itself can still take damage and be frozen in subsequent
rounds.
Augment: You can augment this power in one or both of
the following ways.
1. For every 2 additional power points you spend, you
can increase the size of the ice you want to control by
one step, up to the maximum size of ice you can
control according to your manifester level.
2. For every 2 additional power points you spend, you
can decrease the size of the ice you want to control by
one step. You can reduce a Tiny or smaller ice to
nothing, melting it.
Size of Ice
Sample
Maximum
Damage per
Round
1st2nd
3rd4th
5th6th
7th8th
9th10th
11th12th
13th14th
15th16th
17th or higher
Fine
Diminutive
Tiny Small
Small
Medium
Large
Huge
Gargantuan
Colossal
1
1d3
1d6
2d6
3d6
4d6
5d6
6d6
7d6
Space
1 foot square
1 foot square
1 foot square
1 foot square
1 foot square
2-by-2-ft. square
3-by-3-ft. square
4-by-4-ft. square
5-by-5-ft. square
CONTROL WATER
Discipline: Psychokinesis
Level Aquanaut 2, kineticist 2
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: Concentration, up to 1 min./level
Saving Throw: None; Power Resistance: No
Power Points: 3
You have some control over water current speed and
direction. The speed of the current within the area of this
power can be increased or decreased by up to 30 feet. This
power also gives you the ability to alter the direction of the
current by as much as 90 degrees.
Augment: For every additional power point you spend,
you can modify the speed of the water current by an
additional 30 feet, to a maximum change of 180 feet.
ECTOPLASMIC NET
Discipline: Metacreativity (Creation)
Level: Aquanaut 2, psion/wilder 2, psychic warrior 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 5 min./level (D)
Saving Throw: Reflex negates; see text; Power Resistance: No
Power Points: 3
You shoot forth streams of ectoplasmic webbing, creating a
large net. The ectoplasmic net traps those caught within it. The net
remains stationary if undirected, but you can will the net to move
in any direction at a speed of up to 60 feet per round with a
standard action and concentration. If the net hits an unyielding
solid surface (such as the sea floor) it collapses and the effect ends.
Creatures caught within an ectoplasmic net become grappled by the
tangled strands of rope.
You may pass through the net and even attack creatures
caught within unhindered. Anyone else in the effects area
when the spell is cast must make a Reflex save. If this save
succeeds, the creature is inside the net but is otherwise
unaffected. If the save fails, the creature gains the grappled
condition, but can break free by making a combat maneuver
check or Acrobatics check as a standard action against the DC
of this power. The entire area of the net is considered difficult
terrain. Anyone moving through the nets must make a
ENDOTHERMIC PANOPLY
Discipline: Metacreativity (Creation) [Cold]
Level: Aquanaut 3, psychic warrior 3
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)
Power Points: 5
Your current armor or clothing becomes coated in a thin layer
of endothermic ectoplasm, which negates heat from the
surrounding water and forms a flexible layer of ice about your
body. For the duration of this power, you are considered to be
wearing masterwork glacial armor. You retain access to the
magical qualities of the armor or clothing that you were wearing
when this power was manifested. However, the armor behaves as
if it was glacial armor in regards to base armor bonus, maximum
Dexterity bonus, arcane spell failure chance, and so on. In addition,
the armor temporarily gains qualities of Improved Energy
Resistance (cold) and Improved Slick for the duration of the spell.
Note: The statistics of the masterwork glacial armor override
the base statistics of any actual armor the manifester is wearing,
even if the base armor is higher.
GYROSTRIKE
Discipline: Psychokinesis
Level: Aquanaut 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target: One creature that you successfully hit with a melee
attack
Duration: 1 round/level
Saving Throw: Reflex partial; Power Resistance: Yes
Power Points: 3
Immediately after successfully hitting an opponent with a
melee attack that deals combat damage, you can weave strong,
rope-like water currents around your victim. The target becomes
encircled by swirling water currents that impede its movement.
Until the end of the powers duration, the target is entangled. If the
target starts its turn in a square adjacent to you, it is considered to
be tethered to an immobile object (you) and cannot move. A target
that saves against this power is affected for only 1 round and is
not counted as tethered to you.
51
HYDRAULIC SHELL
Discipline: Psychokinesis
Level: Aquanaut 3, Psion/wilder 3, Psychic Warrior 3
Display: Material and visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Fortitude (negates, for qualifying attackers only);
Power Resistance: No
Power Points: 5
You become enshrouded in a whirling screen of pressurized
water swirling around you at a speed of 100 feet. You ignore the
effects of currents of a lesser speed (whether natural or
supernaturally created), and ranged attack rolls against you
take a 4 penalty. Tiny or smaller creatures must succeed at a
Fortitude save to successfully touch or attack you in melee.
Failure knocks the attacker disoriented and pushes it 5
feet away from you (in a random direction) per level
of the manifester. Pushed creatures can pass through
the squares of other creatures without affecting them
and does not provoke attacks of opportunity, but
the creature takes 3d6 points of nonlethal damage
plus 1d6 bludgeoning damage if the creature strikes
a solid object that blocks its movement.
HYDROKINETIC VORTEX
Discipline: Psychokinesis
Level: Psion/wilder 8
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 25-feet
Area: One 25-ft. diameter vortex centered on you
Duration: 5 min./level (D)
Saving Throw: Reflex negates;
see text; Power Resistance: No
Power Points: 15
You use your telekinetic
prowess to push water into a
powerful vortex (25 foot diameter
whirlpool) of raging water that
surrounds you. The vortex remains centered on
you, even if you move. You are not affected by
the vortex, and remain in the very center of it
for the duration of the effect. You may direct
the vortex to eject any creatures trapped
within it whenever you wish, depositing the
hapless souls out of the bottom. See page 23
of the CERULEAN SEAS CAMPAIGN SETTING for
more information on whirlpools.
HYPERSATURATION FIELD
Discipline: Psychokinesis [see text]
Level: Psion/wilder 7
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level (S)
Duration: 1 min./level (D) plus concentration
Saving Throw: Reflex half; Power Resistance: Yes
Power Points: 13
You inundate the affected areas water molecules with
pure energy of your active energy type (cold, electricity,
steam, or sonic) until the whole area
is shot through with swirling gulfs
of deadly water. The roiling waters
do not harm natural flora, ground
cover, structures, or any creatures
in the area that you wish to exclude
from damage. Any other creature in
the area takes 1d6 points of energy
damage per manifester level
(maximum 20d6), Reflex save for
half. Creatures that fail their Reflex
save become surrounded in a vortex
of energized water, taking 4d6
points of specified energy damage
each round until they manage
to escape from ranging
waters churning around
them. Escaping the vortex is
a full-round action that
requires a DC 20 Reflex
save. In the case of cold
energy, instead of a vortex, the
entire area pulses with churning ice
crystals that partially encase
affected creatures, but the mechanical effect of the power is
the same.
Hydraulic Shell
HYDROTHERMAL TAP
Discipline: Psychoportation [Steam]
Level: Psion/wilder 4
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: spherical burst with a radius of 30 feet
Duration: Instantaneous
Saving Throw: Fort negates and Reflex negates; see text;
Power Resistance: No
Power Points: 7
You create a tiny psychoportive link between a point that
you chose in range and the molten rock far below the ocean
floor. The link lasts only a few seconds, but the result is
a deafening blast of super-heated boiling water. All
creatures and objects in the area take 5d6 points of
steam damage. The area continues to boil for 1d4
52
ICEMELD
Discipline: Psychokinesis [Cold]
Level: Kineticist 5
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous and one day; see text
Power Points: 9
You use your mastery of cold energy to cheat death. To
use this power, you must be within 30 feet of a natural ice
source. Any damage that would reduce you to 0 hit points
or lower instead has a chance to discorporate you. You
attempt a Will save (DC 5 + damage dealt); if it succeeds,
you take no damage and simply break apart into dozens of
flitting ice crystals and vanish, along with all your gear
JELLYFLOAT
Discipline: Psychoportation
Level Aquanaut 1, psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/ level
Power Points: 1
Your current buoyancy becomes 0, and you lose the
disoriented condition. You may manifest this power in
response to floating or sinking out of control, or
becoming disoriented.
SYNAPTIC MURK
Discipline: Telepathy [Mind-Affecting]
Level: Psychic warrior 5, telepath 5
Display: Visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: 20-ft. radius emanation, centered on you
Duration: 1 minute per level and 2d6 rounds; see text
Saving Throw: Will negates; Power Resistance: Yes
Power Points: 9
You charge the water around you with telepathic power,
creating a slightly luminous, hazy, green murk that weakens the
mental resistance of other creatures caught in it. Creatures in the
synaptic murk take a 10 penalty on Wisdom checks and Will saves.
(You and creatures that successfully save against the murk are not
affected and need not make further saves even if they remain in
the murk.) Affected creatures take the penalty as long as they
remain in the murk and for 2d6 rounds thereafter. The murk
remains centered on you and is unaffected by water currents. The
murk is thin and does not significantly hamper vision, though it
may make it difficult to discern certain colors.
SLIPSTREAM
Discipline: Psychoportation
Level: Aquanaut 1, psion/wilder 1, psychic warrior 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one willing creature or one unattended
object (total weight up to 50 bu./level); see text
Duration: 1 min./level (D)
Saving Throw: None; Power Resistance: Yes (harmless,
object)
Power Points: 1
You, another willing creature, or an unattended
object is subject to a large reduction of the effects of
drag and water resistance for the duration of the power.
If you manifest slipstream on yourself or another
creature, the subjects swim speed increases by 15 feet
(This adjustment is treated as an enhancement bonus.)
When moving in the direction of the subjects buoyancy
(upwards for positive buoyancy, or downwards for
negative) this speed bonus is doubled.
If you manifest slipstream on an object, treat the
object as 3 size categories smaller (minimum Fine sized)
for the purposes of calculating drag (found in Chapter 1
of the CERULEAN SEAS CAMPAIGN SETTING).
Augment: For every additional power point you
spend, you can affect an additional target.
SPLASH
Discipline: Psychokinesis
Level: Aquanaut 1, psychic warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex negates; Power Resistance: No
Power Points: 1
WHIRLPOOL BLAST
Discipline: Psychokinesis
Level: Kineticist 9
Display: Auditory and visual; see text
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half; see text; Power Resistance: No
Power Points: 17
You induce the formation of a very peculiar, slender
whirlpool. Aside from appearance, this vortex follows a different
set of rules than those previously presented, as it does not create
any significant water currents. When you manifest this power, a
vortex of water visibly and audibly snakes out from your
outstretched hand. All creatures in the area of effect are picked up
and violently dashed about, taking 17d6 points of damage each
(Reflex save for half). After the battering, every creature is
deposited in a new space 1d4 x 10 feet away from their original
location, in a random direction. Walls and other barriers can
restrict this relocation; in this case, the creature ends up in the
nearest legal space to the barrier.
You may aim this power at a specific creature when you
manifest it: if you do, make a ranged touch attack against the
target. A successful hit deals 8d6 damage with no save possible, in
addition to the effects above (the target may still save for half of the
main damage).
Augment: For every additional power point you spend,
this powers area damage (not the damage from
direct contact dealt to a specific creature) increases by
1d6 points. For each extra 2d6 points of damage, this
53
Ioun Bubble
Ioun bubbles provide a psionic warning
system for specific dangers.
Physical Description: In its inert form, an
ioun bubble resembles a tiny crystal vial of
colored liquid. The stopper of the vial is
molecularly sealed, and cannot be removed
without destroying the fragile flask entirely. Once
activated, the bottle disintegrates, and a
colored air bubble of about 2 inches in
diameter emerges. The bubble then
spins around the head of the
manifester who activated it,
much like an ioun stone. A
typical inactivated ioun
bubble weighs
approximately one ounce, has
AC 7, 3 hit points, a
hardness of 8, and a break
DC of 16.
An activated ioun bubble
is very fragile but nigh
impossible to hit as it
supernaturally avoids being
touched, hit, or damaged in any
way. It has an AC of 37 and 1 hit
point, no hardness, and is immune to
energy and area of effect damage.
Activation: An ioun bubble is activated by
channeling up to 5 power points into it by using a
standard action and expending ones focus. Upon
doing so, the vial crumbles to dust and the bubble
emerges and immediately begins to spin around the
head of the person who activated it. It is at this
point that the bubble is set. The area of detection
is a sphere centered on the current owner of the
bubble with a radius equal to 15 feet the number
of power points spent to activate the bubble
(maximum of 75 feet). The radius cannot be altered
once the bubble is activated. The bubble will ignore
all possible subjects that were within the area of
detection at the time it was activated for the
remainder of their existence, even if those subjects
leave the detection radius and later return with the
specific trigger for that bubbles detection abilities
(regardless of the amount of time that passes
between each instance). The detection radius
moves with the owner of the bubble. The bubble
can be willed to another willing sentient
creature within the range of the bubbles
54
Detection Power
Hostile Intent
Invisibility
Psionics
Teleportation
Traps
Any 2
Any 3
Any 4
All 5
Color
red
blue
green
purple
yellow
varies
varies
varies
varies
Market Price
50 gp.
50 gp.
50 gp.
50 gp.
50 gp.
100 gp.
150 gp.
200 gp.
250 gp.
Mystic Starfish
Mystic starfish appear to be normal living
starfish, aside from the eerie eye in the center of
their body. While worn, these animate psionic
items can maintain concentration on their
owners psionic powers even when their owner
cannot.
Physical Description: The well-known visage
of a mystic starfish is that of a very organic
looking starfish, about 6 inches in diameter, of
many possible species, colors, and variations. In
addition, all mystic starfish feature a life-like eye
staring from its center. The life of the object,
however, is entirely artificial and maintained
through its connection with its owner. Once
separated, the mystic starfish returns to its
inactive form within a few hours that
of an ornate crystal star with a
precious gemstone center.
Despite its appearance, an
active and inactive mystic
starfish share the same
statistics: It weighs
approximately 1 lb., has AC
9, 12 hit points, a hardness
of 8, and a break DC of 14.
Activation: The intended
owner must merely hold or
have an inactive mystic
starfish on his person for a
period of at least 10 minutes
(which is long enough to
attune oneself to the starfish).
The starfish will then attempt to
attach itself to the skin of its owner. Only one mystic
starfish can attach at a time. The starfish capable of
maintaining the highest level power is the one that
remains (or a random starfish if they are equal in
level), while the other drops off and becomes
inactive.
Once a mystic starfish attaches, the starfishs eye
grants a +2 enhancement bonus to Perception skill
checks (which is the only benefit that it can confer to
a non-psionic owner). Thereafter, a psionic owner
can use the starfish to fulfill the concentration
requirement listed in the duration of certain powers.
In addition, as long as he maintains his focus, the
owner may use a swift action to command the
starfish to move to any location on his body.
In many ways, the starfish becomes an extension
of the consciousness of the manifester. The
manifester may will the starfish to maintain any
power that he is currently maintaining, provided it
is equal or less than or equal to the maximum level
that the starfish can maintain. Concentration checks
made by the starfish are made as if the manifester
was consciously making them, even if the
manifester himself has been rendered unconscious.
Minor
01-50
51-75
76-95
96-100
Medium
1-5
6-55
56-90
91-100
Major
1-40
41-75
76-95
96-100
Max.
Power
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Market
Price
500 gp.
2,000 gp.
4,500 gp.
8,000 gp.
12,500 gp.
18,000 gp.
24,500 gp.
32,000 gp.
40,500 gp.
55
56
CONSTRUCTION
Requirements Craft Staff, ectoplasmic creation,
entangling ectoplasm, ectoplasmic sheen; Cost 19,800 gp.
DESCRIPTION
This tiny pearly sphere speeds toward its target
when hurled by its owner. She can hurl the pearl at
any target within 150 feet that she can see and to
which she has line of effect. The target becomes the
center of an energy ball (DC 16, as per the power).
The power has both the steam (fire) and cold
energy type simultaneously. The use destroys the
item.
TALASHAKU TRIDENT
Aura strong psychokinesis; ML 13th
Slot none; Price 38,552 gp.; Buoyancy -20 bu.
CONSTRUCTION
DESCRIPTION
This weapon is often crafted of
auranite and bejeweled with radiant
amethyst. On mental command,
this +1 psychokinetic trident
can envelop the wielder
in an inertial barrier.
The wielder may
use this ability up
to three
times per day.
Special: The Talashaku High
Guard are known to carry these
weapons for the defense of their city. They
are a great honor for a naga to wield, but an
equally great offense for a non-naga to touch.
CONSTRUCTION
Psionic Materials
Brill: This unusual and extremely rare material has
a few secrets that those uninitiated to psionic sciences
are typically unaware of. First, all brill radiates a
faint psychokinetic aura. Second, the material can be
tapped for power points, though doing so can
be very dangerous and it may even destroy
the stone. To tap into the power of a
brillstone, the own must place it in his
mouth and expend psionic focus as
a standard action. The owner then
gains 1d6 temporary power points.
On a roll of a 6, the owner gains
another 1d6 point points. On subsequent
rolls of 6, another d6 is rolled and that many power
points are gained until something other than a 6 is
rolled. Any time the owner gains more than 9 power
points from a brillstone, the stone is utterly destroyed.
If the stone is not destroyed, it cannot be tapped for
power points again until 24 hours has passed.
Immediately upon receiving power points,
regardless of the number of times a d6 was rolled, the
owner then takes energy damage equal to the total
number of temporary power points he has gained
(no save). The type of energy is determined by
the last roll of the d6: 1: cold, 2: steam, 3:
electricity, 4: sonic, 5: acid.
57
Chapter 5:
5:
58
Racial Histories
The racial descriptions were purposefully
limited in regards to historical information on each
race. This was done to allow Gamemasters to tailor
each race to their own setting. However, if you are
using the Cerulean Seas campaign setting as it is,
the following information applies to each race.
Amphians
Those who know anything of the
amphians know them to be the great
tricksters of the sea. In the ages before the
Great Flood, they were mentioned in
stories and tales, not as heroes, but at best
lovable scoundrels. At the worst, they
were painted to be thieves and murderers.
The commonfolks mistrust and
misinterpretation of psionic power has
attributed the amphians to be possessed of
dark magic and the ability to bestow
terrible curses. At several periods in
history they were hunted, usually by
seafolk cities.
During the Bloody War, the amphians
vanished. According to
amphian tales, they
wandered off in search of
more peaceful realms, but
got terribly lost. They
wandered for decades, with
many tribes splitting off,
never to be heard from again.
Presumably they settled in other, far away
territories, though they may in fact be wandering
still. When the Flood came, the amphians barely
took notice; they attributed the rising water to a
normal feature of the unfamiliar and uninhabited
realm that they were passing through. The bulk of
the amphian caravans ended up back in the area of
the Cerulean Seas slightly less than a decade ago.
A few trickled in before then, and others
may still arrive.
59
Asrai, Thalassic
The thalassic asrai of today are essentially a new
race compared to what they were before the Great
Flood. The pre-Flood asrai were often mistaken for
strange water elementals, since their form was
either an amoeboid bubble or a translucent and
featureless fish. Most considered the thalassic asrai
of this time to be barely sentient, shy, and terribly
dangerous if cornered.
In truth, the thalassic asrai are the descendants
of the first fey to encounter this world. This was
long ago, during the time of formation, when
elemental forces were still churning together to
create a coherent material world. Parts of fey
trickled in through the fledgling fabric of reality,
and became intertwined with the native forces of
nature. While the fey world was formed from
arcane magic itself, the material realm was shaped
by the sheer power of will, which later became the
psionic sciences. The asrai were thus born of
magic, but wrought by will.
60
Melusines
The history of the melusines begins in the dark
depths of time during the peak of the nommo
empire. Ever expansive, the nommos sought
knowledge not just for the sake of sating their
curiosity, but to conquer new territory. During this
time (nearly two-thousand years ago) they had no
psionic allies, but several races that they would
consider enemies.
With this in mind, it is easy to see why the nommo
worked so hard to befriend the vemnu. When a highly
psionic yet peaceful race popped in from an alternate
dimension, many saw this as a personal blessing from
their goddess. They immediately began to learn from
their new allies, knowing that the portal to their world
would close in less than a year, and not reopen for
another millennia.
Unfortunately, though many tried, mastery of
psionic power could not be developed in such a short
time. With the window of opportunity closing and
the vemnu preparing to return to their reality, the
nommo quickly drafted a treaty.
The idea behind the treaty was devious. The two
races would exchange scholars; the nommo would
then absorb the knowledge from the vemnu party,
master it, and in the coming millennium welcome
back the descendants of their own people. They
could then quickly integrate the data that only
centuries of immersion could acquire. The nommos
one hundred scholars were made up of a diverse
crowd of wizards, sages, priests, and warriors. They
had very little time to prepare for the journey that
only their distant descendants would return from. In
what seemed like an instant, one hundred of the
finest nommo specimens left their world, and one
hundred alien vemnus took their place.
Despite its ingenuity, the plan failed on many
levels. First, the nommo were not very psionically
inclined. Few had the skill to master psionic talent,
and those that did were frightfully slow learners.
Then the plague struck. It only affected the vemnu,
and not even divine healing could intervene. After
only eight years since the portal to their homeworld
closed, the vemnu emissaries began to petrify and
crumble away to silt. One hundred vemnu died, and
the nommo barely learned how to master second
level powers.
In the Cerulean Seas of today, little is known of the
vemnu or what happened to the original nommo
scholars. The melusines oral tradition teaches that the
vemnu were peaceful, their homeworld pleasant, and
that while the original team never really mastered
psionic power, their children and their childrens
children became increasingly talented at it.
According to melusine lore, the change from
nommo to melusine, though rapid by evolutionary
standards, was still so gradual that the melusine did
61
Merkoths
What can be said of a race whose individuals
cannot interact with each other? Theirs is the culture
of the entire Cerulean Seas. Few races can say that
they have not raised at least one merkoth child.
Perhaps this is the reason sages are fascinated with
this race. Where did they come from? Why have
they not gone extinct? Will they ever form their own
society? These are just a few of the mysteries that
the scholars wish to solve.
One such researcher was a merfolk by the name
of Polotine. Polotine found an orphaned merkoth on
his own doorstep and raised him as a son. He
became obsessed with the race, and wrote volumes
of speculation and theories. In all his research he
found some very intriguing clues.
By studying minute physical differences in all
known living specimens, Polotine was able to chart
what he believed was an estimation of hereditary
lineage. By applying other data such as mating
habits, foster parent selection, and species selfavoidance, Polotine came up with an approximate
location for the origin of the species. The location
lies slightly outside of what was known as the Bay
of Cerule before the Flood. Polotine traveled there at
once, accompanied by his adopted son.
62
Nagas, Benthic
The history of the benthic naga begins with their
progenitor, Talashakar. By all accounts, he was a
full-blooded sea naga of an ancient and dying
species. Many believed Talashakar to be the last of
his kind. In pre-Flood times, he lived among an
island nation of humans known as Kholaes, and
taught them the science of psionics. He lived for
centuries, nurturing his kingdom and enabling
them to become very powerful. The Kholaesian
humans were said to have built a remarkable city of
crystal rock and formed a vast naval fleet to protect
it. The Great Cloud City saw them as a threat to
peace, and its golden army eventually appeared in
the sky. The Kholaesians were decimated.
Talashakar was rumored to have been slain- though
many believe that all was not as it seemed.
It was barely two days later that the Great Cloud
City suddenly toppled from the sky. The nommo
that discovered it found it to be uninhabited. There
were no remnants of a drowned army, or even signs
of a struggle. Legend says that the only clue to the
event that would eventually lead to the Great Flood
was that the only banner found in the sunken city to
be still on its mast was a single Kholaesian flag.
This rest of the story is difficult to substantiate,
but the consensus is that Talashakar lived at least a
few more centuries after the Flood, and may even
still be alive in the heart of the new crystal city
named in his honor. Some speculate that the
Kholaesians also live on, fortified with the blood of
their naga king and thus transformed into what the
ocean-dwellers now know to be the benthic naga.
Others see the benthic naga as an entirely new
species, crafted by the aging naga in an effort to
carry on his legacy. They note that he is likely the
last pure-blood of his kind, undoubtedly lonely and
without natural means to have children. There is
also no record of the benthic naga before the Great
Flood.
A few sages disagree, and believe that the entire
legend of Talashakar to be an elaborate red herring.
They point out that many well-known races in the
Cerulean Seas have no local historical record, as
they came from far-off lands that did not normally
interact in pre-Flood times. The nommo have no
written record of ever finding a banner that did not
belong to the Cloud City kingdom, and the ruins of
Zef
The history of the zef race is rooted in ages that
most other races would call early prehistoric times.
When the first creatures were venturing out on
land, the story of the zefs had already begun. In
those days, they were known as the zas. Each time
they adopted a new host form, they took on a new
name to describe themselves.
The zas began as clever parasites on a
particularly large species of ammonite (a nautiluslike mollusk with a long spiral shell). In the
ammonite forms, they built great cities. In the
course of a million years, they had a thriving
undersea civilization. They ruled the world for ages,
until a terrible and mysterious force from beyond
threatened their existence. The peaceful world that
the zas created ended in a cataclysmic apocalypse of
steam, ice, and lightning. The ammonites were
wiped from the realm. The zas, however, adopted a
new host and survived.
For the next several eons they would exist as the
zils, and assume the bodies of colossal deep sea
squids. At oppressive depth and darkness, they
could continue their civilization unmolested.
63
64
seen the zohs for over a century but can still sense
their presence.
The zefs carried out their plan to slowly
introduce themselves to the younger races, make
willing allies, and eventually rebuild their empire to
the glory of the days of zas. They also prepare
themselves for a zoh invasion.
Meanwhile, the zohs have eradicated the free
nullid race, leaving a species that is psionically
lobotomized at birth. With the nullids reduced to
the intellect of a sea cucumber, the zohs plot in the
darkness against the zefs, waiting for the perfect
moment to strike, and to eradicate what they
consider to be the rebellious collective.
FAMOUS NPC OF THIS RACE
Grandma Allundar: Allundar is an elderly zef,
and her body has already entered the rapid decline
common to the species at her age. Nonetheless, she
is revered as the wisest sage among the already
reputably insightful species. Those that know of her
will often seek her out as if she were an oracle.
While Allundar is an accomplished scholar and
seer, she does not give advice to all. Some are
turned away with the simple phrase It is not for
you to know at this time. She is slow moving, even
for a zef, and if someone has the patience to speak
with her (a process that can take days or even
weeks) she will often be more forthcoming with her
information. She is almost always accompanied by a
dozen other zefs that clamor for her insight.
Apsar/Apsara
The apsar are perhaps the only benevolent
creatures that still recall the origin of the
controversial material known as brill or brillstone. It
began long before the Bloody War, when the
sahuagin raided a well-protected sea elven outpost
and procured several strange, magically sealed
urns. Divination magic unveiled the history of the
vemnu scholars and the plague that wiped them out
The diabolical sahuagin could recognize the truth in
Medusians
One might expect a rather bland and
unobtrusive history for a psionic jellyfish, even if it
is a trueform. However, this is only the historical
demeanor of the medusians. They are often key
background players, quietly manipulating other
races into affecting balance in the seas. While they
shun notoriety, many sages have been able to
connect them to several key events in
history.
The medusians have been tied to such
important events as notifying the apsar of
the brillaxs presence, introducing the
melusine to the aboleth whose labyrinth
they now control, and leading the zils
to discover the snell. In essence,
they effect change simply
through carefully mixing two
groups together, usually to
the detriment of a harmful
group and the benefit of a
benevolent one.
Slurgs
The zefs have known of the
slurgs since the times of the zils. The
race appeared out of nowhere, and
began to stalk the zils. They were usually observed,
but occasional the zils were captured and dissected.
While unable to determine their motive, the zils
made an uneasy peace with the slurgs, allowing
them to observe but not intervene in zil matters. The
zils assumed that the slurgs would eventually get
bored and go on to other things. They did not.
The slurgs presence in the Cerulean Seas is very
likely because they followed the zefs into these
waters. Even the zohs remain plagued by these
strange and silent stalkers. As per the agreement
made eons ago, they only observe zef or zoh
matters, and refuse any other form of interaction.
The zefs know one more disturbing element of
the slurg mystery: they seem to be everywhere.
Whether the slurgs anticipate where the zefs might
end up, or they truly have a massive and well
distributed population remains unclear. The zefs
have gotten used to their presence and believe that
so long as the slurgs continue to lurk in the shadows
as they have for countless generations, no great
harm can come from their existence.
65
Chapter 6:
6:
Diabolic Depths
66
Creature Glyphs
Much like in the PATHFINDER ROLEPLAYING
GAME BESTIARY, the Cerulean Seas Bestiaries
and other Alluria Publishing products use
easy to recognize symbols in the headings
for each monster. These Creature Glyphs
can tell you the basic creature type (circle),
most frequented terrain (diamond), and
climate of origin (hexagon) at a glance for
easy reference and campaign design. The
statistics that follow these symbols go into
more depth as to creature subtypes and
additional terrain ranges.
Creature
Type
Vermin
Undead
Plant
Outsider
Ooze
Monstrous
Humanoid
Magical
Beast
Humanoid
Fey
Dragon
Construct
Animal
Aberration
Terrain
Urban
Underground
Twilight
Zone
Thermal Vent
Extraplanar
Swamp or
Marsh
Ship Wreck
or Ruins
Cold
Shoreline or
Coastal
Open Water
Ice Flow
Kelp Forest
Deep Sea
Coral Reef
Climate
Tropical
Temperate
67
Apsar,
psar, Avenging
This gold-scaled merfolk is well-armed and clad in striking coral
armor. An aura of justice and good permeates his presence.
AVENGING APSAR
CR 14
XP 38,400
LG Medium outsider (aquatic, extraplanar, good, lawful,
merfolk, psionic)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
Racial Buoyancy -0; Depth Tolerance: immune to pressure
DEFENSE
AC 26, touch 11, flat-footed 25 (+1 Dex, +8 armor, +7 natural;
+4 deflection vs. evil)
hp 172 (15d10+90)
Fort +16, Ref +13, Will +11; +4 vs. poison, +4 resistance vs.
evil
Defensive Abilities uncanny dodge; DR 10/evil; Immune
acid, cold, petrification; Resist electricity 10, steam 10; PR 25
OFFENSE
Speed swim 100 ft.
Melee +2 shock trident +26/+21/+16 (1d8+14/2 plus 1d6
electricity damage) or slam +23 (1d8+12)
Psi-Like Abilities (ML 13th)
At Will adapt body, aura sight, catapsi (DC 21), cleanse
body, cloud mind (DC 22), converse, correspond,
cosmic awareness, detect hostile intent, detect psionics,
energy wave (electricity, DC 23), metamorphosis, planar
travel, power leech (DC 20), ubiquitous vision
7/daydispel psionics (DC 21), pierce the veils
1/daydisintegrate (DC 22), sustained flight
STATISTICS
Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
Base Atk +15; CMB +23; CMD 37
Feats Alertness, Cleave, Great
Fortitude, Improved Initiative,
Iron Will, Power Attack,
Toughness, Weapon Focus
(trident)
Skills Acrobatics +14, Craft (any
one) +22, Diplomacy +24,
Disguise +28, Intimidate +24,
Knowledge (planes) +22,
Knowledge (psionics) +19,
Perception +26, Sense Motive
+26, Stealth +14
Languages Aquan, Celestial,
Draconic, Infernal
ECOLOGY
Environment any good-aligned
plane
Organization solitary, pair, or
squad (36)
Treasure double (+2 shock trident),
masterwork coral armor
SPECIAL ABILITIES
Uncanny Dodge (Ex) This ability
functions identically to the
rogue ability. If an apsar gains
uncanny dodge from a class
level, he instead gains
improved uncanny dodge.
68
Apsara
APSARA CHARACTERS
CR 3
XP 800
Female apsara psion 4 (telepath)
NG Medium outsider (aquatic, merfolk, psionic, native)
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 14, flat-footed 10 (+2 Dex, +2 dodge)
hp 18(4d6+4)
Fort +1, Ref +3, Will +4
Resist acid 5, cold 5, electricity 5
OFFENSE
Speed swim 50 ft.
Melee crystal dagger +3 (1d4/19-20)
Psi-Like Abilities (ML 1st)
1/dayMinor metamorphosis
Powers Known (ML 4th, 21PP, concentration +6)
2ndInflict pain (DC 14), compelling voice (DC 14)
1st Disable (DC 13), empathy, mind thrust (DC 13),
empathic connection, telempathic projection (DC 13)
0thConceal thoughts, telepathic lash (DC 12)
STATISTICS
Str 10, Dex 14, Con 11, Int 15, Wis 10, Cha 12
Base Atk +2; CMB +2; CMD 13
Feats Dodge, Psionic Dodge, Psionic Body, Persuasive
Skills Autohypnosis +7, Bluff +3, Diplomacy +10,
Intimidate +5, Sense Motive +7, Spellcraft +9
Languages Aquan, Celestial, Draconic
SQ Detect psionics, discipline (telepathy), mental
intrusion
ECOLOGY
Environment any sea
Organization solitary, pair, or team (36)
Treasure NPC gear (crystal dagger)
69
Architeuthian, Shaper
This squid-like creature hovers in the water, gazing at you with lidless,
intelligent eyes. A pair of long tentacles sit cocked at its shoulder, and
eight smaller tentacles twitch and weave in the current. One pair ends
in rubbery, human-like hands. Colors and patterns flash across its skin
in dizzying displays. Ectoplasm gathers in its outstretched hand.
SHAPER ARCHITEUTHIAN
CR 4
XP 1,200
N Medium Monstrous Humanoid (aquatic, psionic)
Init +4; Senses low-light vision, scent; Perception +9
Racial Buoyancy -50; Depth Tolerance: 3000 feet
DEFENSE
AC 19; touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 41 (5d10+14)
Fort +3, Ref +8, Will +6
Defensive Abilities blending, ink cloud
OFFENSE
Speed swim 40 ft., jet 200 ft.
Melee 2 tentacles +8 (1d4+3), and 6 arms +6 (1d4+1 plus
grab), and bite +8 (1d4+3), or spear +8 (1d8+3/x3), and
2 tentacles +6 (1d4+1), and 6 arms +6 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft., 15 ft reach with tentacles
Special Attacks constrict (2d4+6)
Psi-Like Abilities (ML 5, Concentration +8)
5/day-ectoplasmic creation, reconstrucion (4d8
hp)
3/day-astral construct (lv 3), ectoplasmic cocoon
(DC 16, up to Large creature)
1/day-major ectoplasmic creation
STATISTICS
Str 16, Dex 18, Con 15, Int 17, Wis 15, Cha 14
Base Atk +5; CMB +8; CMD 22 (can't be
tripped)
Feats Boost Construct, Multiattack, Psionic
Body
Skills Autohypnosis +9, Bluff +9 ,
Intimidation +9, Knowledge (psionics)
+10, Perception +9, Stealth +11
Languages Aquan, Architeuthian, Common
(cannot speak)
SQ tenacious grapple
ECOLOGY
Environment any saltwater
Organization solitary, pair, school (1-2
plus 8-12 architeuthians (see
CREEPY CREATURES BESTIARY)
Treasure standard
SPECIAL ABILITIES
Blending (Ex): Architeuthian's amazing
control over the color and texture of
their skin grants them a +20 racial
bonus to Stealth checks. When the squid
centaur is moving, the bonus drops to
+10.
Ink Cloud (Ex): Once every day, a shaper
architeuthian may release a 20' x 20' cloud
of ink mixed with ectoplasm. This cloud
grants total concealment to anything within
it, and is mildly irritating to other aquatic
creatures, granting a -1 to hit and AC while
they are within the cloud, and for 1d4
rounds afterward. The shaper may
control the size and shape of the
cloud, compressing it to appear
70
Coral, Brain
BRAIN CORAL
CR 7
XP 1,200
N Medium plant
Init +7; Senses low-light vision; Perception +0
Aura Calcifying (DC 20, 30 ft.)
Racial Buoyancy -350; Depth Tolerance: 300 feet
DEFENSE
AC 14, touch 5, flat-footed 14 (+9 natural, -5 Dex)
hp 85 (9d8+45)
Fort +12, Ref -2, Will +6
DR 10/bludgeoning; PR 10
OFFENSE
Speed no movement
Melee no attacks
Psi-like Abilities (ML 10th)
At will cloud mind (DC 15), control body (DC 17)
STATISTICS
Str 10, Dex 0, Con 20, Int -, Wis 10, Cha 16
Base Atk +7; CMB +7, CMD 12
ECOLOGY
Environment temperate seas
Organization solitary with calcified skeleton
Treasure standard
SPECIAL ABILITIES
Calcifying Aura (Su) Brain corals constantly emit a low grade
telekinetic pull that focuses directly on cartilage, bone and
calcium deposits. Any creature within the aura that fails a DC
20 Fortitude saving throw is subjected to a torturous process
that slowly pulls their bone out from their bodies (or calcium
desposites / cartilage if a particular creature is boneless). Each
round subsequent round the target is allowed another saving
throw; failure results in the following consequences.
1st Failed Save: slowed
2nd Failed Save: staggered, 3d6 damage
3rd Failed Save: paralyzed, 4d6 damage
4th Failed Save: death,
turned into a calcified skeleton
One successful save immediately
removes any of the ongoing
consequences.
71
Crab, Cerebral
This over-sized hermit crab is covered with dark chitin, and carries a
humanoid skull in place of a shell. It stares at you with glittering eyes.
CEREBRAL CRAB
CR 8
XP 4,800
LE Tiny Aberration (aquatic, psionic)
Init +2; Senses darkvision 60 ft., detect psionics;
Perception +18
Racial Buoyancy -5; Depth Tolerance: 600 feet
DEFENSE
AC 21; touch 14, flat-footed 19 (+2 Dex, +7 natural, +2
size)
hp 54 (12d8)
Fort +4, Ref +6, Will +11
PR 19
OFFENSE
Speed 20 ft.
Melee 2 claws +11 (1d4-3)
Special Attacks mental drain
Psi-like Abilities (ML 12, Concentration +17)
At will-detect psionics
Powers Known (ML 12, 156 PP, Concentration +17)
6th level-fuse flesh (DC 21), disintegrate (DC 21), mind
switch (DC 21), temporal acceleration
5th level-catapsi (DC 20), ectoplasmic shambler, mind probe
(DC 20), psychic crush (DC 20)
4th level-mind control (DC 19), mindlink, thieving (DC 19),
mindwipe (DC 19), personality parasite (DC 19)
3rd level-dispel psionics, empathic transfer, hostile (DC 18),
energy retort (DC 18), false sensory input (DC 18)
2nd level-brain lock (DC 17), cloud mind (DC 17), read
thoughts (DC 17), swarm of crystals (DC 17)
1st level-crystal shard, empathic connection (DC 16), mindlink,
mind thrust (DC 16)
STATISTICS
Str 4, Dex 14, Con 10, Int 21, Wis 17, Cha 19
Base Atk +9; CMB +11; CMD 21
Feats Combat Expertise, Combat Manifestation,
Empower Power, Maximize Power, Psicrystal
Affinity, Psionic Body
Skills Autohypnosis +18, Climb +12,
Knowledge (psionics) +20, Perception +18,
Spellcraft +20, Stealth +25, Survival +18,
Use Magic Device +16
Languages Aklo, Aquan, Clickclack,
Common, Dagonite, Draconic
ECOLOGY
Environment any aquatic
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Mental Drain (Su): Once per round as a
standard action, a cerebral crab may focus
its attention on a single creature. That
creature must make a DC 20 Will save. If
failed, the cerebral crab raids the
victim's mental faculties, inflicting
one of the following effects:
72
Demon, Jormungandi
Its lower halffour writhing tentacles. Two horns glow menacingly on
its head, above a massive, dagger-toothed maw. Muscle-bound arms at
its side terminate in immense claw-fingered hands. In its eyes
the madness of the abyss.
JORMUNGANDI
CR 14
XP 38,400
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar,
psionic)
Init +2; Senses darkvision 60 ft.; Perception +17
Racial Buoyancy -100; Depth Tolerance Immune to pressure
DEFENSE
AC 29; touch 11, flat-footed 27 (+2 Dex, +18 natural, -1 size)
hp 203 (14d10+126)
Fort +18, Ref +11, Will +8
DR 10/good; Immune cold, electricity, poison; Resist acid 10,
fire 10
PR 25
OFFENSE
Speed 20 ft., swim 40 ft.
Melee bite +26 (2d6+13), 2 claws +26 (1d8+13), gore +26
(1d8+13), 4 tentacles +24 (1d6+6 plus grab)
Special Attacks constrict (1d6+6), oversized attacks, thicken
water
Spell-Like Abilities (CL 14; concentration +19)
At will-chaos hammer (DC 19), deeper darkness, dispel magic,
greater teleport (self plus 50 lbs. of objects only), unholy blight
(DC 19)
3/day-cat's grace, vampiric touch
1/day-black tentacles, summon (level 4, 1-2 hezrous 75% or 1
jormungandi 25%)
Psi-Like Abilities (ML 14, concentration +16)
At will-ego whip (3d4 points of damage, DC 18), energy ray (3d6
damage), entangling ectoplasm (break DC 19, up to
Colossal size), dispel psionics (area dispel)
3/day-energy retort (DC 15, 10 minutes),
death urge (DC 19, 4 rounds), touch sight
(100 ft. radius)
2/day-exhalation of the cacophony dragon (DC15,
7d6 damage), grip of iron (+10 bonus)
1/day-claws of the vampire, control body (DC16,
Large size, non-staggered), true venom
(DC 16)
STATISTICS
Str 36, Dex 15, Con 29, Int 15, Wis 18, Cha 20
Base Atk +14; CMB 28; CMD 40
73
Dragon (Song),
(Song), Chant
The dragon swooping through the water before you is both great and terrible. Its
long body resembles the sea-going reptiles of the past, sporting flippers in place of
limbs. On the end of its powerful neck is an armor plated head, which resembles
nothing less than a massive nautilus.
CHANT DRAGON
LE dragon (aquatic, psionic, sonic)
Racial Buoyancy 0; Depth Tolerance: 1200 feet
BASE STATISTICS
CR 4; Size Tiny; Hit Dice 5d12
Speed 20 ft., swim 40 ft.
Natural Armor +3; Breath Weapon cone, 2d6 sonic
Str 14, Dex 13, Con 14, Int 10, Wis 11, Cha 13
ECOLOGY
Environment any ocean
Organization solitary, pair
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su): Chant dragons have a single breath
weapon, a reverberating cone of sound.
Camouflage (Ex): A chant dragon has total control of the color
and shape of its skin, allowing it to conceal itself against
nearly any background, or appear as a part of an existing rock
formation or sunken ship. It receives a +10 bonus to its Stealth
checks while concealed in this manner.
Caustic Ink (Su): An old chant dragon can spray a 100 ft. line of
caustic ink once every 1d4 rounds. The ink deals acid damage
equal to the dragon's breath weapon to all creatures struck,
with a reflex save equal to the dragon's breath weapon DC for
half damage. The ink disperses into a 100 ft. cloud that grants
total concealment to creatures within it. Any creatures inside
the cloud, save for the chant dragon that created it, take 2d6
acid damage every round they are within the cloud. The cloud
lasts for 2d8 rounds, and is quite heavy; being moved only by
strong currents. This is a standard action.
Chant (Su): If a creature is struck by a chant dragon's breath
weapon, the dragon may cause it to utter a sonorous chant.
Creatures with an Intelligence score of 3 or greater that are
able to vocalize must make a Will save when struck by the
dragon's breath weapon (DC is the same as the breath
weapon). Failure means that the victim begins to chant.
Chanting targets take a -2 to attack rolls, skill checks, and Will
saves. This increases to -4 when the dragon becomes an adult,
and -6 when it becomes ancient. An affected victim may
attempt to cease chanting each round by spending a fullround action to attempt another Will save. The effect
continues until the save is made, or the victim is rendered
unable to speak. If the dragon is maintaining concentration on
a spell or psionic ability, it may link that ability to the chant,
causing the effect to persist as long as at least one affected
victim continues to chant (up to its normal duration).
Constrict (Su): A adult chant dragon may attempt to grapple a
creature of its size or smaller after a successful bite attack,
dealing its tentacle damage every round.
Dazzle (Su): A juvenile chant dragon can rapidly flash brilliant
colors and patterns across its flesh, dazzling all who look upon
it. Creatures within 10 feet per age category that can see the
dragon must make a Will save (DC 10 + half the dragon's HD
+ its Cha modifier) or be dazzled for one round. Using Dazzle
is a swift action for the chant dragon.
Jet (Ex): A chant dragon can jet backwards as a full round action,
at a speed of 280 feet. It must move in a straight line, but does
not provoke attacks of opportunity while jetting.
Psi-like Abilities (Sp): A chant dragon gains the following psilike abilities, usable upon reaching the listed age category.
Very young-at will-detect psionics, young-4/day-grip of iron,
juvenile- 2/day-inertial barrier, adult-2/day-psychofeedback,
ancient-1/day time regression.
Sweeping Grab (Ex): A great wyrm chant dragon may,
as a full round action, sweep its tentacles through up
to four interconnected five-foot squares within its reach,
dealing its tentacle damage and making a grapple check
against each creature within those squares. Targets that
are two sizes or more smaller than the dragon can be
transferred to the dragons mouth as a free action on
the dragons next initiative, dealing automatic bite
damage, or be constricted.
74
Age Category
Special Abilities
Wyrmling
Very young
Young
Juvenile
Young adult
Adult
Mature adult
Old
Very old
Ancient
Wyrm
Great wyrm
ML
1
3
5
7
9
11
13
15
17
CR 8
XP 4,800
LE Medium Dragon (aquatic, psionic, water)
Int +4; Senses detect psionics, dragon senses; Perception +13
DEFENSE
AC 19; touch 10, flat-footed 19, (+9 natural)
hp 94 (9d12+36)
Fort +10, Ref +6, Will +9
Immune paralysis, sleep
OFFENSE
Speed 20 ft., swim 60 ft.; jet 280 ft.
Melee 4 tentacles +15 (1d6+6), or bite +15 (1d8+9)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30 ft. cone, DC 18, 6d6 sonic),
chant DC 18
Psi-like Abilities (ML 9, concentration +10 )
At will-detect psionics
4/day-grip of iron (+8 bonus)
STATISTICS
Str 22, Dex 11, Con 18, Int 12, Wis 13, Cha 15
Base Atk +9, CMB +15, CMD 25
Feats Combat Expertise, Empower Power, Improved Initiative,
Lightning Reflexes, Lunge
Skills Appraise +10, Autohypnosis +10, Bluff +14, Diplomacy
+11, Intimidate +11, Knowledge (psionics) +10, Perception
+13, Sense Motive +10, Stealth +12
Languages Common, Draconic
SQ camouflage
CR 12
XP 19,200
LE Large Dragon (aquatic, psionic, water)
Int +3; Senses detect psionics, dragon senses; Perception +21
Aura frightful presence (180 ft., DC 21)
DEFENSE
AC 26; touch 8, flat-footed 26 (-1 Dex, +18 natural -1 size)
hp 187 (15d12+90)
Fort +15, Ref +10, Will +12
DR 5/magic; Immune paralysis, sleep; PR 23
OFFENSE
Speed 20 ft., swim 60 ft., jet 280 ft.
Melee 4 tentacles +23 (1d8+9), and tail slap +18 (1d8+13), or bite
+23 (2d6+13), and tail slap +18 (1d8+13)
Space 10 ft.; Reach 5 ft. (10 ft. with bite and tentacles)
Special Attacks breath weapon (40 ft. cone, DC 23, 12d6 sonic),
chant DC 23, constrict (1d6+6), dazzle DC 21
Psi-like Abilities (ML 15, concentration +18)
At will-detect psionics
4/day-grip of iron (+11 bonus)
2/day-inertial barrier
Powers Known (ML 5th, 32 power points, concentration +8)
3rd-body adjustment, concussive onslaught (DC 16), dispel
psionics, psionic blast (DC 16), share pain, forced (DC 16)
2nd-cloud mind (DC 15), ego whip (DC 15), id insinuation (DC 15)
1st-deceleration (DC 14), energy ray, entangling ectoplasm
STATISTICS
Str 28, Dex 9, Con 22, Int 16, Wis 17, Cha 19
Base Atk +15, CMB +25, CMD 35
Feats Combat Expertise, Empower Power, Improved Initiative,
Lightning Reflexes, Lunge, Open Minded, Opportunity
Power, Power Attack
Skills Appraise +18, Autohypnosis +20, Bluff +22, Diplomacy
+18, Intimidate +21, Knowledge (psionics) +20, Perception
+21, Sense Motive +19, Spellcraft +20, Stealth +13, Use Magic
Device +21
Languages Aquan, Cephalite, Common, Draconic
SQ camouflage
CR 17
XP 102,400
LE Huge Dragon (aquatic, psionic, water)
Int +2; Senses detect psionics, dragon senses; Perception +30
Aura frightful presence (300 ft., DC 28)
DEFENSE
AC 36; touch 6, flat-footed 36; (-2 Dex, +30 natural, -2 size)
hp 333 (23d12+184)
Fort +21, Ref +13, Will +18
DR 15/magic; Immune paralysis, sleep; PR 28
OFFENSE
Speed 20 ft., swim 60 ft., jet 280 ft.
Melee 4 tentacles +34 (2d6+13), and tail slap +29 (2d6+19), or bite
+34 (2d8+19), and tail slap +29 (2d8+16)
Space 15 ft.; Reach 5 ft. (15 ft. with bite and tentacles)
Special Attacks breath weapon (50 ft. cone, DC 29, 20d6 sonic),
caustic ink (DC29), chant DC 28, constrict (2d6+13), dazzle DC 28
Psi-like Abilities (ML 23, Concentration +28)
At will-detect psionics
4/day-grip of iron (+19 bonus)
2/day-inertial barrier
1/day-time regression
Powers Known (ML 13th, 179 power points, concentration +18)
5th-ectoplasmic shambler, psychic crush (DC 20)
4th-correspond, emphatic feedback (DC 19), telekinetic maneuver,
wither (DC19)
3rd-body adjustment, concussive onslaught (DC 18), dispel
psionics, energy retort (DC), mental barrier, psionic blast (DC
18), share pain, forced (DC 18)
2nd-cloud mind (DC 17), ego whip (DC 17), id insinuation (DC 17)
1st-deceleration (DC 16), energy ray, entangling ectoplasm
STATISTICS
Str 36, Dex 6, Con 27, Int 20, Wis 21, Cha 23
Base Atk +23, CMB +38, CMD 46
Feats Cleave, Combat Expertise, Combat
Manifestation, Empower Power, Improved
Initiative, Lightning Reflexes, Lunge, Open
Minded, Opportunity Power, Power Attack,
Psionic Meditation, Vital Strike
Skills Appraise +27, Autohypnosis +29, Bluff +30,
Diplomacy +26, Intimidate +29, Knowledge
(psionics) +29, Knowledge (arcana, local) +15,
Perception +30, Sense Motive +28,
Spellcraft +29, Stealth +15, Use Magic Device +29
Languages Aklo, Aquan, Cephalite, Common,
Dagonite, Draconic
SQ camouflage, summoning
Cunning, egotistical, and manipulative,
chant dragons use their raw power and mental
abilities to dominate lesser creatures. They
frequently install themselves as rulers or even
god figures within the cities of humanoids,
ruling with black hearts and minds of iron. They
often allow their subjects to plot rebellion, just to
prevent boredom. Their dignity, wealth, and
status mean nearly as much as their lives.
Chant dragons find combat distasteful, and
prefer controlling their foes or, if they must,
bribing them. They will marshal whatever lesser
beings that they control into battle for them
while they lurk on the edges of the combat,
scooping up the injured in their tentacles.
For all their bejeweled tyranny, chant
dragons hoard information about the arcane as
much as they horde slaves and gold. They will
happily act as sages for the right price, and many
grant aid in the form of equipment and slaves for
a substantial cut of the haul. They are just as
likely to investigate the claims of a party of
adventurers themselves, sending their own
agents or even personally arriving as they see fit.
75
Eel, Nightmare
This sleek black eel moves with grace and power through the
deep sea. Its body is pure, undulating muscle; its eyes are
unnerving points of crimson red that seem to steal your very
breath.
NIGHTMARE EEL
CR 5
XP 1,600
N Large magical beast (aquatic)
Init +8; Senses darkvision 60 ft., low-light vision;
Perception +13
Racial Buoyancy -150; Depth Tolerance 1,200 feet
DEFENSE
AC 18, touch 14, flat-footed 13 (+4 Dex, +4 natural, +1
dodge, -1 size modifier)
hp 52 (8d10+8)
Fort +7, Ref +10, Will +4
Immune fear effects
OFFENSE
Speed 20 ft., swim 60 ft.
Melee bite +11 (2d6+6 plus poison)
Special Attacks fear gaze (DC 16)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 18, Con 13, Int 12, Wis 14, Cha 15
Base Atk +8; CMB +6 CMD 16
Feats Dodge, Improved Initiative, Improved
Natural Attack, Lunge
Skills Acrobatics +15, Perception +13
Languages Common
SQ psionic scent
ECOLOGY
Environment temperate seas
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Fear Gaze (Su) Any creature within 30 feet of
a nightmare eel may be subject to its gaze.
Creatures thus affected who fail to make a
DC 16 Will save become shaken for 2d4
rounds. Targets that successfully resist a
particular nightmare eels gaze are
immune to that eels stare for 24 hours. The
saves DC is Charisma-based.
Nightmare Poison (Ex) Injury; save Fort DC
15; frequency 1/round for 4 rounds; effect
1d3 Wis damage plus 2d6 power point
drain; cure 2 saves. Drained power points
are immediately converted into temporary
hit points for the nightmare eel.
76
Frog, Brill
What at first seemed to be a large pile of glowing rubies turned
out to be a large, mauve-colored frog with searing pinpoints of
light for eyes.
BRILL FROG
CR 6
77
Melusine, Low-mind
Low mind
This heavily muscled humanoid has deep gray flesh, and a fishlike face. Its eyes glow a haunting blue, as do the eye-spots around
its eyes. It ignores you as it carries a heavy load upon its back.
LOW-MIND MELUSINE
CR 2
XP 600
LN Medium Humanoid (aquatic, psionic)
Init +1; Senses dark vision 60 ft.; Perception +8
Racial Buoyancy: -170, Depth Tolerance: 3,000 feet
DEFENSE
AC 14; touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 22 (3d8+9)
Fort +4, Ref +2, Will +2
OFFENSE
Speed 30 ft.; swim 20 ft.
Melee short spear +7 (1d6+5)
Ranged short spear +3 (1d6+5)
Psi-Like Abilities (ML 2, concentration +2)
1/day-biofeedback, call weaponry
STATISTICS
Str 20, Dex 13, Con 15, Int 10, Wis 12, Cha 11
Base Atk +2; CMB +7; CMD 18
Feats Power Attack, Toughness
Skills Climb +10, Perception +8
Languages Common
SQ compound eyes, depth resistance, will of the
overmind
ECOLOGY
Environment any aquatic
Organization solitary, pair, unit (5-50)
Treasure standard
SPECIAL ABILITIES
Compound Eyes (Ex): Low- minds have compound eyes,
granting them a +2 racial bonus to Perception checks.
Depth Resistance (Ex): Low-minds are designed to travel
between the depths and the surface, and are immune to
changes in pressure.
Will of the Overmind (Ex): Low-minds are genetically
programmed to ignore mental influences other than
that of their overminds, and gain a +5 racial bonus on
all mind affecting effects coming from sources other
than overminds.
78
Melusine, Overmind
This strange merfolk has three eyes that glow a brilliant green,
as well as numerous glowing eye-spots dotting its face. Its
powerful body ends in a forked tail.
OVERMIND MELUSINE
CR 5
XP 1,600
LN Large Monstrous Humanoid (aquatic, merfolk, psionic)
Init +1; Senses dark vision 60 ft.; Perception +13
Racial Buoyancy: -170, Depth Tolerance: 3,000 feet
DEFENSE
AC 18; touch 10, flat-footed 17 (+1 Dex, +4 armor, +4 natural,
-1 size)
hp 51 (6d10+18)
Fort +5, Ref +6, Will +7
Weakness light sensitivity, pressure sensitive
OFFENSE
Speed swim 40 ft.; 30 ft. in armor
Melee mw ichida +10 (1d6+6/19-20 x2)
Special Attacks melusine willbreaker, third eye
Space 10 ft.; Reach 5 ft.
Psi-Like Abilities (ML 8, Concentration +14)
1/day-fear cascade (DC 16),
vanishing strike
79
Mindshrimp,
Mindshrimp, Swarm
What began as a few dozen glowing, beautiful shrimp
swimming around you has become a sparkling wall of vermin.
MINDSHRIMP SWARM
CR 5
XP 1,600
N Fine Vermin (aquatic, psionic, swarm)
Init +4; Senses darkvision 60 ft., detect psionics;
Perception +0
Racial Buoyancy 0; Depth Tolerance: 1,200 feet
DEFENSE
AC 22; touch 22, flat-footed 18 (+4 Dex, +8 size)
hp 32 (6d8+6)
Fort +5, Ref +6, Will +3
Defensive Abilities swarm traits; Immune mind-affecting
effects, weapon damage
OFFENSE
Speed swim 30 ft.
Melee swarm (2d6 plus distraction and power drain)
Special Attacks distraction (DC 15), power drain
Space 10 ft. Reach 0 ft.
Psi-like Abilities (ML 6, concentration +8)
constant-detect psionics
at will-dimension slide, matter agitation (targets within
swarm only), telepathic lash ( 6 HD, DC 17)
STATISTICS
Str 1, Dex 18, Con 12, Int -, Wis 13, Cha 15
Base Atk +4; CMB -; CMD ECOLOGY
Environment any aquatic
Organization solitary, pair, infestation (3-10)
Treasure incidental
80
SPECIAL ABILITIES
Power Drain (Su): A mindshrimp swarm that deals
damage to a target with power points also drains 2d6
power points from the victim, adding those points to
its hit point total. Hit points above the swarm's
CR
maximum disappear at a rate of 1 hp per round.
5
Psionopod
This creature looks like a translucent free swimming octopus, with a
tall mantle studded with dexterous tentacles. A pair of thicker tentacles
hangs below its golden eyes. Streams of glowing energy dart through
the creatures body. Six long arms ending in hand-like appendages
reach through the dark water.
PSIONOPOD
CR 10
XP 9,600
NE Large Aberration (aquatic, psionic)
Init +3; Senses darkvision 60 ft., detect thoughts; Perception +23
Racial Buoyancy -110; Depth Tolerance 4,500 feet
Pressure Sensitivity 400 feet
DEFENSE
AC 24; touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
hp 135 (15d8+68)
Fort +7, Ref +6, Will +12
PR 21
OFFENSE
Speed swim 30 ft.
Melee 6 arms +13 (1d8+6 plus grab), and 2 tentacles +7
(1d6+3 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with arms)
Special Attacks draining grip, constrict 1d6+6
Psi-like Abilities (ML 10, Concentration +17)
At will-detect thoughts
Powers Known (ML 10, 123 PP, Concentration +17)
5th level-catapsi (DC 22), pierce the veils, psychic crush
(DC 22), shatter mind blank (DC 22), tower of iron will
4th level-empathic feedback (DC 21), fold space, mindwipe
(DC 21), telekinetic maneuvers
3rd level-dispel psionics, energy burst (DC 20), psionic blast
(DC 20), ubiquitous vision
2nd level-cloud mind (DC 19), id insinuation (DC 19),
mental disruption (DC 19), recall agony (DC 19)
1st level-energy ray, entangling ectoplasm (DC 18), force
screen, mind thrust (DC 18)
STATISTICS
Str 23, Dex 17, Con 18, Int 24, Wis 21, Cha 20
Base Atk +7; CMB +12 (+16 grapple); CMD 25
Feats Psionic Body, Psionic Fist, Psionic Meditation,
Unavoidable Strike, Weapon Focus (arm)
Skills Acrobatics +23, Autohypnosis +21, Intimidate +23,
Knowledge (arcana) +22, Knowledge (psionics) +25,
Perception +23, Spellcraft +25, Stealth +17, Survival +23,
Use Magic Device +20
Languages Aklo, Aquan, Cephalite,, Ceti, Common, Dagonite,
Draconic, Nixish; telepathy 50 ft.
SQ summoning cloud, tenacious grapple
ECOLOGY
Environment any aquatic
Organization solitary
Treasure standard
SPECIAL ABILITIES
Draining Grip (Su): If a psionopod grapples a foe with its arms, it may
choose to inflict one of the following effects with every successful
grapple check:
It may drain 2d4 power points from the victim's reserve, adding
them to its own total. Power points above its maximum are lost
the next time the psionopod regains power points normally.
It may steal one arcane spell if the victim is a spellcaster. The
stolen spell is chosen at random from the highest level of spells
the victim can cast. The psionopod gains the stolen spell as a
psi-like ability, losing it after it is manifested.
It may deal 1d4 points of Intelligence damage to the victim,
gaining a like amount of temporary hit points for an hour.
It may blast pure psionic energy into the victim. This attack
deals damage equal to the number of power points the
psionopod spends, with a Will save (DC 25) for half damage.
A victim with no Intelligence score is immune to all of these effects.
81
Plesioan
Plesioan
A strange, long necked reptile darts through the sea. Its long
neck ends in a shockingly humanoid face, and its flippers end in
digits that resemble fingers. It sneers at you as it banks to
attack.
PLESIOAN
CR 5
XP 1,600
CE Large Monstrous Humanoid (aquatic, psionic)
Init +9; Senses dark vision 60 ft.; low-light vision;
Perception +9
Racial Buoyancy -155; Depth Tolerance: 600 feet
DEFENSE
AC 19; touch 15, flat-footed 13 (+5 Dex, +1 Dodge, +4
natural, -1 size)
hp 45 (6d10+12)
Fort +4, Ref +10, Will +6
Defensive Abilities uncanny dodge
OFFENSE
Speed 10 ft., swim 40 ft.
Melee bite +10 (1d6+4) or sea reaver +9 (1d8+3/19-20),
and bite +5 (1d6+3)
Space 10 ft.; Reach 5 ft., 10 ft. reach with bite
Psi-Like Abilities (ML 6, Concentration +18)
At will-absorb weapon, telepathic lash (DC 12, up to 8 HD)
3/day-dimension swap, inflict pain (DC 15, 2 targets)
2/day-mind thrust (DC 15, 5d10), psionic blast (DC 15)
1/day-fear cascade (DC 16), vanishing strike
STATISTICS
Str 16, Dex 20, Con 14, Int 11, Wis 13, Cha 15
Base Atk +6; CMB +10; CMD 25
Feats Combat Manifestation, DodgeB, Improved
Initiative, Weapon Finesse (bite)
Skills Intimidate +10, Perception +9, Stealth +11, Survival +9
Languages Common, Draconic
SQ precognitive combat
82
ECOLOGY
Environment any aquatic
Organization solitary,
pair, pack (4-12)
Treasure standard
SPECIAL ABILITIES
Precognitive Combat (Su): Plesioans have an innate
precognition that kicks in during combat. At the start of
each round, the plesioan can choose to apply an insight
bonus to either its attack and damage rolls, or its AC and
saving throws. This insight bonus starts at +1, and grows
by one for every 3 hit dice the plesioan has above 6.
Plesioans are raiders and pirates, traveling the seas in
small nomadic packs. They viciously attack any intelligent
beings that seem weaker than themselves, killing for both
plunder and pleasure. Plesioans would be as deadly a
scourge as the sahuagin from times past, if they would
only work together in greater numbers.
Plesioans love combat, swooping around their foes in
pairs, one blasting a target with mental power, the other
closing in for the kill. They avoid attacking land or ship
based targets, well aware that their grace disappears once
they are out of the water.
Plesioans have no allies, although they may hire
themselves out as (somewhat unruly) mercenaries. A lone
plesioan is either a survivor of a pack's destruction, or
was cast out for failing to best its pack leader in combat.
Packs may rarely join together to assault a large
community, but nearly always turn on each other after
victory, fighting over the spoils.
Slurg, Psionic
This giant slug has eyestalks capped off with fluorescent orbs.
Its skin is rubbery and bulbous, and each movement the
creature makes is accompanied by a sickening release of slime.
PSIONIC SLURG
CR 8
XP 4,800
N Medium aberration (amphibious, psionic)
Init +7; Senses darkvision 60 ft., Perception +12
Aura Psychic static (30 ft., DC 16)
Racial Buoyancy -2; Depth Tolerance: 3,200 feet
DEFENSE
AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7
natural)
hp 102 (12d8+48)
Fort +8, Ref +9, Will +11
DR 10/magic
OFFENSE
Speed 5 ft., swim 20 ft.
Melee 2 claws +16 (1d6+7) plus mind slime
Special Attacks luring light (DC 15)
Psi-Like Abilities (ML 12th)
3/dayattraction, DC 16*, dimension slide, ego whip (1d4,
DC 16*), fortify, mental barrier, mind thrust (ML 4th,
4d10, DC 16*)
1/daybody adjustment (heal 1d12*), ego whip (DC 19)
The save DCs are Charisma-based.
*Includes augmentation for the slurgs manifester level.
STATISTICS
Str 24, Dex 16, Con 19, Int 7, Wis 12, Cha 17
Base Atk +9; CMB +16; CMD 30
Feats Combat Reflexes, Critical Focus, Dodge, Improved
Initiative, Iron Will, Lightning Reflexes
Skills Perception +12, Stealth +14, Survival +12, Psicraft
+13
Languages none (see telepathy)
SQ mind slime, telepathy
ECOLOGY
Environment temperate seas
Organization solitary, pair
Treasure standard
SPECIAL ABILITIES
Luring Light (Su) Three times per
day a slurg may emit a tranceinducing blast of light from its
eyestalks. All creatures within a
30 foot radius of the slurg must
make a DC 17 Will save or
become nauseated for 2d6+2
rounds. Creatures who are
nauseated as such must take
their move action, and they must
move towards the slurg.
Creatures that succeed on the
saving throw are instead dazzled
for one round. The save DC is
Charisma-based.
83
Snell
Covered in slimy seaweed and behaving much like a timid dog,
this snail-like creature has none of the grace, charm, or wit of a
zef, though it looks very similar.
SNELL
CR 1/3
XP 100
Snell warrior 1
NE Small humanoid (anthromorph, psionic)
Init +1; Senses Perception +2
Racial Buoyancy -20; Depth Tolerance: 2,400 feet
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +1, Will -1
Weakness fear of light
OFFENSE
Speed 10 ft. swim 20 ft.
Melee slam +1 (1d3-1) or club +1 (1d4-1)
Psi-Like Ability (ML 3rd)
3/day ectoplasmic sheen (DC 14), entangling ectoplasm
(DC 14)
STATISTICS
Str 9, Dex 13, Con 10, Int 6, Wis 8, Cha 8
Base Atk +2; CMB -1, CMD 10
Skills Perception +2, Stealth +6
Feats Skill Focus (Perception)
Languages Snell
SQ protective shell
ECOLOGY
Environment temperate swamps
Organization solitary, pair, or rout (4-10)
Treasure incidental
SPECIAL ABILITIES
Fear of Light (Ex): Snells are inexplicably afraid of bright
light. In brightly lit conditions, a snell gains the shaken
condition.
Protective Shell (Ex): A snell can pull its entire body
into the shell on its back as a standard action. While
inside the shell, the snell is blinded, and gains DR x/where x equals 5 + the snell 's Hit Dice and character
levels. While inside the shell the snell may only take
purely mental actions that do not require sight, and
coming out of its shell as a standard action, which
immediately ends the effects listed above.
84
The snell race has been in decline for centuries, and has
essentially devolved into a species of cowardly deviants.
They subsist on the refuse of greater races, occasionally
raiding small farm communities for valuables and food.
Before the zefs, the snells were just another pest race,
placed a bit below the boggers as a potential threat.
When the zefs adopted them as their host race, many
were offered lavish living arrangements where their every
need was catered to. After a few generations of this
lifestyle, the domesticated snell is of little threat. Content
to be cared for like livestock, it seems either oblivious or
indifferent to its eventual fate. The zefs chose the snells
for several reasons, including their psionic potential, their
slow decline into depravity, and their relatively low
intelligence. While the snell body is well-suited to psionic
talent, the zefs do not inherit the psi-like abilities of their
hosts, which are lost when the snells brain is absorbed.
Tidal Scavenger
A barely bipedal salamander-like creature slips out of the surf.
Its smooth skin seems translucent, and wavers about the edges.
TIDAL SCAVENGER
CR 5
XP 1,600
N Medium Magical Beast (Aquatic, psionic)
Init +3; Senses Darkvision 60 ft., low light vision, scent;
Perception +6
Racial Buoyancy -60; Depth Tolerance: 300 feet
DEFENSE
AC 19; touch 14, flat-footed 15 (+3 Dex, +1 Dodge, +5 armor)
hp 45 (6d10+12)
Fort +7, Ref +8, Will +4
OFFENSE
Speed 30 ft., swim 30 ft., climb 20 ft.
Melee bite +9 (1d6+2 plus poison), 2 claws +8 (1d4+2)
Special Attacks ectoplasmic spray, poison, pounce, rake (2 claws
+8, 1d4+2
STATISTICS
Str 14, Dex 17, Con 15, Int 8, Wis 14, Cha 9
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Mobility, Weapon Focus (bite)
Skills Acrobatics +7, Climb +6, Perception +6, Stealth +7,
Survival +3
Languages Lok'tar (can't speak)
SQ ectoplasmic body
ECOLOGY
Environment warm aquatic and shorelines
Organization solitary, pair, swarm (3-12)
Treasure incidental
SPECIAL ABILITIES
Ectoplasmic Body (Su): The familiar form of an tidal scavenger
is actually created out of ectoplasm. This body allows the
creature to move about freely on land without fear of
suffocating, as well as to scavenge and hunt. The tidal
scavenger can form its ectoplasmic body as a swift action
once per day, lasting for an hour per HD. The ectoplasmic
body is considered to have a level 12 manifester level for
purposes of dispelling. In addition, for every three Hit Dice
the creature possesses, it may modify the ectoplasmic body in
one of the following ways:
85
CR 2
XP 600
N Medium magical beast (aquatic, psionic, trueform)
Init +3; Senses blind, blindsense (60 feet); Perception +10
Racial Buoyancy 0; Depth Tolerance: 2,000 feet
DEFENSE
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +5
Immune gaze attacks
OFFENSE
Speed swim 20 ft.
Melee tentacles +5 touch (entangle and poison), trident
+4 (1d8)
Psi-Like Abilities (ML 2, Concentration +15)
At will- create sound, empathy, detect hostile intent, know
direction and location
3/day- far hand, sense link, vigor
Special Attacks Summon the lesser form
STATISTICS
Str 11, Dex 17, Con 12, Int 10, Wis 15, Cha 6
Base Atk +2; CMB +2 (+6 grapple); CMD 15 (cant be
tripped)
Feats Iron Will, MultiattackB, Weapon Finesse
Skills Acrobatics +13, Perception +12, Stealth +12
Languages Common, Medusian; telepathy 50 ft.
SQ tekenetic tentacle control
ECOLOGY
Environment any ocean waters
Organization solitary or school (820)
Treasure NPC gear (trident, sea-shell armor)
SPECIAL ABILITIES
Entangle (Ex) If a medusian strikes a Medium
or smaller foe with its tentacles, the jellyfish
can immediately attempt a grapple check
without provoking an attack of opportunity.
If the medusian wins the check, it draws the
foe into an adjacent square. The foe gains the
grappled condition, but the jellyfish does
not. When entangled in this manner, the
victim automatically loses one hit point per
round.
Poison (Ex) Tentaclescontact; save Fort DC
14; frequency 1/round for 4 rounds; effect
1d3 Dexterity damage; cure 1 save. The save
DC is Constitution-based, and includes
a +2 racial bonus.
86
Zoh
A frightful creature stalks you from the dark waters. Its flesh is
nearly transparent, save for its armored chest and a nautiluslike shell on its back. It is bedecked with jewelry. Pearl-like eyes
peer at you from a tentacle studded face, and four long tentacles
flex in the current. Unusually long arms end in hands tipped
with deadly claws.
ZOH
CR 7
XP 3,200
LE Large Aberration (aquatic, psionic)
Init +3; Senses darkvision 60 ft., read thoughts; Perception +13
Racial Buoyancy -110; Depth Tolerance 7,000 feet
Pressure Sensitivity 400 feet
DEFENSE
AC 20; touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 80 (8d8+44)
Fort +7, Ref +5, Will +8
PR 17
OFFENSE
Speed swim 30 ft.
Melee 2 claws +10 (1d6+5), and 4 tentacles +8 (1d6+3 plus
grab)
Space 5 ft.; Reach 10 ft.
Special Attacks chewing tentacles, fluid drain
Psi-like Abilities (ML 10, Concentration +16)
At will-charm monster (DC 18), compelling voice (4
targets, DC 16), mindlink (up to 9 targets), psionic blast
(DC 19, 3 round stun), read thoughts (DC 19)
3/day-call to mind (+8 bonus)
1/day-cloud mind (4 targets, DC 16), dispel psionics,
mindwipe (DC 18, 3 negative levels)
STATISTICS
Str 21, Dex 17, Con 20, Int 21, Wis 14, Cha 19
Base Atk +6; CMB +12 (+16 grapple); CMD 24
Feats Greater Grapple, Improved Grapple, Improved
Unarmed StrikeB, Multi-AttackB, Open Mind,
Psionic Body
Skills Acrobatics +12, Autohypnosis +12, Intimidate +15,
Knowledge (history) +17, Knowledge (psionics) +18,
Perception +13, Spellcraft +18, Stealth +10, Use Magic
Device +12
Languages Aklo, Aquan, Cephalite, Common, Dagonite,
Draconic, Halbok; telepathy 100 ft.
SQ inborn knowledge, protective shell
ECOLOGY
Environment any aquatic
Organization solitary, pair, nest (3-15)
Treasure standard
SPECIAL ABILITIES
Chewing Tentacles (Ex): A zoh has tiny sharp fanged
mouths running the length of their tentacles, that rip
into any creature that they grapple. A grappled victim
takes 2d4 points of damage each round it is grappled. In
addition creatures with fewer Hit Dice then the zoh that
witness this horrific sight must make a DC 18 Will save
or become shaken.
Fluid Drain (Ex): A zoh may attempt to extract the cerebral
fluids of any living creature that possesses a brain. The
target must be helpless or grappled to be targeted by the
zoh's facial tentacles. Each round that the zoh makes a
successful grapple check, the target takes 2d4 points of
Intelligence damage.
Inborn Knowledge (Ex): Zohs gain an additional skill rank
that must be applied to a Knowledge skill. That
knowledge becomes a class skill for the zoh.
Protective Shell (Ex): A zoh can pull its entire body
into the shell on its back as a standard action.
While inside the shell, the zoh is blinded, and
gains DR x/- where x equals 5 + the zoh's Hit Dice
and character levels. While inside the shell the zoh
may only take purely mental actions that do not
require sight, and coming out of its shell as a
standard action, which immediately ends the
effects listed above.
Zohs are an organized and deadly race
born with powerful psionic might. They view
most other creatures as simple cattle, to be fed
upon at their leisure. They attack creatures
more powerful than themselves in groups,
using mind controlled slaves to take the bulk
of the damage. Those same slaves serve as
labor, entertainment, and food as the zohs plot
complete takeover of the seas.
Zohs avoid direct combat unless they are
sure that they are superior to their prey. They
use their mental powers to weaken and
confuse their targets, before wrapping them in
their tentacles and feeding simultaneously on
their body and mind, leaving a torn
corpse spinning to the sea floor in a
cloud of blood.
87
Appendices
Appendix 1: Aquatic Psionic Monsters
Listed below is the compiled list of aquatic creatures who
are psionic, historically psionic (monsters who were tied
to psionic power in other RPGs and popular fiction), or
psionic compatible (these creatures seem to be a good
match with the typical image of a psionic creatures). The
monsters listed here are from various sources, including
this book (WT), Alluria Publishings CERULEAN SEAS (CS)
& CREEPY CREATURES (CC); Dreamscarred Presss PSIONICS
UNLEASHED (PU), and Paizo Publishings PATHFINDER
ROLEPLAYING GAME BESTIARY (PB), PATHFINDER
ROLEPLAYING GAME BESTIARY 2 (PB2) and PATHFINDER
ROLEPLAYING GAME BESTIARY 3 (PB3). Monsters are listed
by Challenge Rating for easy reference. Page numbers are
not included for Paizo or Dreamscarred Press products to
comply with liscensing agreements.
CR 8
7th level astral construct (PU), cerebral crab (WT72),
psionic slurg (WT83)
CR 1/3
snell (WT84),
CR 12
adult chant dragon (WT75), psion killer (PU)
CR 1/2
1st level astral construct (PU),
CR 14
avenging apsar (WT68), jormungandi demon (WT73)
CR 1
2nd level astral construct (PU), pupeteer (PU)
CR 17
ancient chant dragon (WT75)
CR 2
CR 19
shoggoth (PB)
88
CR 9
8th level astral construct (PU), caller in darkness (PU),
vampire (PB), yithian (PB3)
CR10
9th level astral construct (PU), cerebrilith (PU), psionopod
(WT81)
CR 11
abyssal titan (CS250), moon-beast (PB3)
Appendix 2:
2: Pronounciation Guide
amphian
apsar
apsara
architeuthian
asrai
attinia
brill
melusina
melusine
merkoth
naga
talashakar
talashaku
zas
zef
zil
zoh
am-fee-uhn
ap-sahr
ap-sair-uh
ahr-kih-tyoot-ee-uhn
as-rahy
at-tin-ee-uh
bril
meh-loo- see-nuh
meh-loo-sahyn
mur-kawth
nah-gah
tawl-uh-shok-ahr
tawl-uh-shaw-koo
zhaws
zef
zil
zoh
Alex Dedy
Appendix 3:
3: Index of Tables
2-1: Random Starting Age
2-2: Aging Effects
2-3: Random Height/Length
2-4: Buoyancy & Depth Tolerance
2-5: Starting Racial Ability Adjustments
3-1: Aquanaut
3-2: Phrenic Slayer Favored Enemies
3-3: Current Adept
3-4: Shark Incarnate
4-1: Psionic Aquatic Feats
4-2: Aquatic Power Equivalents
4-3: Control Ice
4-4: Ioun Bubbles
4-5: Mystic Starfish
Appendix 4:
4: Art Index
This appendix is a tribute to all of Alluria
Publishings spectacular artists.
Tim Adams
3
52
57
58
71
73
77
Sarah Bates
45 Male Aquanaut
21
21
21
21
21
23
36
39
40
44
47
51
54
55
Nancy Disiro
66 Diabolic Depths
Thomas Duffy
82 Plesioan
Samuel Flegal
57 Psicrown of the Fool
Fabio Porfidia
8 The Will and the Wave
13 Female Merkoth Psion
14 Male Naga Psychic Warrrior
15 Zef Psion
17 Female Asrai Soulknife
18 Male Merkoth Psychic Warrrior
38 Female Naga Current Adept
41 Zef Shark Incarnate
54 Ioun Bubbles
59 Male Amphian Jester
67 Architeuthian
68 Avenging Apsar
69 Apsara Psion
Underwater Gamemastering
Lane Brown
81 Psionopod
Adam Burnier
12
20
21
57
78
79
85
Lauren Clark
4 Soothing the Savage Mind
76 Nightmare Eel
Cliodna Connoree
9
Molly Rodman
75 Chant Dragons
Sam Shank
56 Pearls of Elemental Power
Colby Stevenson
83 Psionic Slurg
Candis Swain
70 Shaper Achiteuthius
86 Armed Medusian
87 Zoh
89
90
Jeremy Wildie
Jon Moore
Joseph "UserClone" Le May
Julien A. Fraud
Karen J. Grant
Karl The Good
Kevin Mayz
Kyle Bentley
Lewis Crown
Mark Moreland
Matthew Parker Winn
Michael D. Blanchard
Mike Shannon
Nate Swalve
Niall Sullivan
Nicholas Fascitelli
Noble Hays
Paul Cavanaugh
Paul Ryan
Paul Woods
Peter Duchak
Purple Duck Games
R. A. Mc Reynolds
Rod Davidson, SAGA
(Southern Arizona Gamers
Association)
Scott Sutherland
Sebastian Dietz
Shana Rosenfeld
Shane O'Connor
Stephen Horsley
Stephen Hutchison
Steven Vanderburg
Tetsubo
Tom Ladegard
Z. Daniel Esgate
Zakharov "Zaksquatch" Sawyer
91
Index
Allundar
amphian
anchored (mutation)
angler orb (mutation)
apsar, avenging
apsara
aquanaut
aquanaut power list
aqueous coalescence (power)
architeuthian, shaper
arm spike (mutation)
arm tentacles (mutation)
armor (mutation descriptor)
asrai, thalassic
atomic agitation (power)
attinia (amphian crossbreed)
bestiary, psionic aquatic
Boiling Power (feat)
Bolstering Boost (feat)
bramblehide (mutation)
brill
burrowing claws (mutation)
catfish venom (posion)
cerebremancer
cetacean sonar (mutation)
chitin fists (mutation)
chitin skin (mutation)
chromatophore (mutation)
classes, aquatic psionic
classes, existing psionic
cnidarian (aquanaut phylum)
Collective Mind (feat)
Collective Power (feat)
common terms
control ice (power)
control water (power)
coral attunement (mutation)
coral, brain
coral, calcified skeleton
coralhide (mutation)
crab legs (mutation)
crab, cerebral
Craft Ioun Bubble (feat)
Craft Mystic Starfish (feat)
creature glyphs
crocodile jaws (mutation)
crustacean (aquanaut phylum)
current adept
darting claw (mutation)
death grip (mutation)
94
64
10, 59
25
32
64-65, 68
64-65, 69
21
48
50
70
32
30
24
11, 60
50
16
66-87
43
43
25
57, 64-65
34
32
36
28
26
27
30
18-35
19
25-26
43
43
7
50
51
25
71
71
25
27
72
43
44
67
35
26-28
37
27
27
35
33
73
23
35
28
74-75
44
51
76
36-37
51
25
44
24
45
45
30
43-46
27
33
62
33
45
77
35
62
51
33
27
28
52
52
52
52
45
52
45
6
54
60
53
16
62
45
45
28
60
28-30
57
65, 86
16
12, 61
melusine, low-mind
melusine, overmind
merfolk halfraces, psionic
merkoth
metamind
Might and Magic (feat)
Mind Venom (feat)
mindshrimp
mollusk (aquanaut phylum)
mud flippers (mutation)
mutations
mystic starfish
naga, benthic
nautilus shell (mutation)
octopus ink (mutation)
ostreopsis slime (poison)
otter nose (mutation)
Overseeing Eye (feat)
pearl, elemental air
pearl, elemental earth
pearl, elemental water
pelagic panoply (aquanaut ability)
phosphorescence (mutation)
phrenic slayer
phyla
pincer arms (mutation)
piscine (aquanaut phylum)
plesioan
poisonous slime (mutation)
power descriptions
powers, aquatic equivalents
powers, aquatic psionic
powers. notable exceptions
prestige classes
psicrown of the fool
psicrown of the overmind
psion (aquatic) power list
psion uncarnate
psion, aquatic
psionic items, aquatic
psionopod
psychic warrior, , aquatic
puffer puff (mutation)
Puffer Quills (feat)
puffer spines (mutation)
pyschic warrior (aquatic) power list
races, aquatic psionic
racial histories, psionic
reptile (aquanaut phylum)
reptilian claws (mutation)
78
79
16
13, 62
36-37
46
46
80
30-32
35
22, 25-35
55
14, 63
30
31
26
29
46
56
56
57
23
25
36-37
25-35
28
32-34
82
26
50-53
47
47
47
36-41
57
57
49
36-37
19
54
81
20
33
46
34
49
9-17
59-65
34-35
35
reptohide (mutation)
scaly (mutation)
scoot (mutation)
seafolk half-breeds, psionic
seal fur (mutation)
seal teeth (mutation)
shark bite (mutation)
shark incarnate
sharkskin (mutation)
shell (mutation descriptor)
shellskin (mutation)
shoot spine (mutation)
slippery slime (mutation)
slipstream (power)
slurg
slurg, psionic
snake bite (mutation)
snell
soul knife, aquatic
splash (power)
sticky slime (mutation)
stinging polyps (mutation)
sucker feet (mutation)
synaptic murk (power)
Tail of Tales (feat)
Talashakar
Talented Tentacles (feat)
tentacle arm (mutation)
thrallherd
tidal scavenger
transpose mutation (aquanaut)
trident, talashaku
trueform, jellyfish
Truthseer (feat)
turtle shell (mutation)
undersea power lists
urchin fist (mutation)
urchin quills (mutation)
vital statistics
walrus tusks (mutation)
warmind
water blast (mutation)
water jet (mutation)
Weapon of Ice (feat)
whale blubber (mutation)
whirlpool blast (power)
wilder (aquatic) power list
wilder, aquatic
zef
zoh
35
34
28
16
29
29
34
40
34
24
31
26
31
53
65, 83
83
35
84
19
53
31
26
32
53
46
63
46
32
36-37
85
23
57
86
46
35
48-49
26
26
17
29
36-37
30
32
46
30
53
49
20
15, 63
87
95
96