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  REMARKABLE RACES SUBMERGED 
  THE MORGEN (AQUATIC MUSE) 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
  Interior Illustrators 
  Dothai Thanh 
  Sunniva Myster 
  George Peterson 
  Jason McCallon 
  Joti Mogumo 
  Tim Adams 
   
  Cover Artist 
  Dothai Thanh 
   
   
  Editors 
  Steven O’Neal 
  Caylen Redden 
  Patricia Taylor-Kubisz 
   
  Layout & Design 
  Tim Adams 
  Grace Jackson 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Magnus A. Kubisz 
  Team Draconis 
   
  !
  ALP-RRS03: 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license. 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. 
  Muse, Morgen, & Remarkable Races © 2009, 2016 Alluria Publishing. All rights reserved. 
  Cerulean Seas Campaign Setting. Copyright 2010, Alluria Publishing. All rights reserved. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
  
   
   
   
   
   
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  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Morgen 
  
   
   
   
   
   
   
   
  4 
   The first thing I recall was that I was flying far 
  above the forest, which should have tipped me off as to 
  what was going on, but it seemed perfectly normal at 
  the time. It was a fantastic feeling− soaring free through 
  the clouds. I had very little sense of my own body or 
  what I looked like, or even how I was flying in the first 
  place. It felt perfectly natural, and flying itself took very 
  little effort and afforded me no hint of exhaustion, no 
  matter how fast or intricately I flew. 
  There were several colorful birds with feathers of 
  every shade and hue soaring nearby. They would dart 
  around and distract me, and I was dreadfully worried 
  that I would lose track of my surroundings and become 
  hopelessly lost. With the quickening pace of my heart, so 
  too the wind began to blow, followed shortly afterwards 
  by the darkened clouds and misty sprinkling that 
  warned of the coming rain. As the storm closed in and I 
  looked for a safe place to land, I saw a large mother bird 
  in a tree top ushering in her hatchlings and it triggered 
  thoughts of my own home.  I thought about how family 
  connected us all; a common thread so many share.  My 
  focus quickly shifted from the storm, to a sense of 
  longing for familial connection. 
  Once again the worldscape retorted my sentiments 
  and, in an instant, I was swimming instead of flying. 
  Had I crashed into the ocean? Was I that distracted 
  with my thoughts? Saltwater filled my mouth as I 
  clamored for the surface. Panicked, I could find no up or 
  down, and I flailed violently, certain that I would soon 
  drown. 
  And then I saw her; a purple-haired mermaid of 
  exquisite beauty and pearlescent skin. My attention on 
  her seemed to alert her of my presence, and she turned 
  and stared at me perplexingly for several seconds. She 
  then smiled and paddled calmly over to my side. 
  “Relax,” she said in a smooth, crystal voice, “you 
  have gills silly! Use them.” 
  And with that, I awoke in my grotto. During the 
  entire dream I had somehow totally forgotten that I was 
  a seafolk with gills and a fish-like tail. I was almost 
  relieved to see my fins billowing before me.  
  “Strange,” the fish-headed piscean responded to his 
  companion’s tale, “that although we of entirely different 
  creeds and kin, I had that exact same dream last week!” 
       The third layer of the ethereal plane, known to 
  some as the Dimension of Dreams, has long been a 
  battleground for good and evil. The stark division 
  between dream and nightmare exists only in one’s 
  perspective, which is easily shifted by the inhabitants 
  of the realm. Evil can twist the most benevolent fancy 
  towards despair, while the tiniest spark of good can 
  free a dreamer from a nightmare.  
         A common thread permeates the realm, forming a 
  sort of “collective unconsciousness.” From within this 
  dimension, these communal streams of thought 
  manifest as water, sometimes even an ocean. These 
  ephemeral waters have come to be known as the “Sea 
  of Dreams.” 
       The first inhabitants of this quasi-realm within a 
  quasi-realm were creatures inspired by sea-life, each 
  representing a different aspect that binds many or 
  most dreamers together.  Some were dangerous, such 
  sharks representing a fear of the unknown, or piranha 
  of self-doubt. However, many more were benevolent. 
  Among these munificent aquatic dreamkin, the 
  morgens represented a lust for earthly pleasures, a 
  desire for love and family, and a yearning for peace.   
       Dreams of morgens would inspire their dreamers to 
  follow their hearts, seek out love and peace, or make 
  new alliances they would not normally forge. 
  Unfortunately, not all dreamers share the same bright 
  hearts. Occasionally dark cravings penetrated into 
  morgen-kind, generating nefarious mari-morgen, 
  whose dreams fueled destructive obsession and blind 
  devotion.  
       Perhaps it was these sinisterly stirred dreamers 
  whose fixations ripped the first morgens from the 
  pseudo-figurative seas that they belong to and 
  brought them to the Cerulean Seas. Or maybe some 
  morgens burned with the same intense desire that 
  they inspired, and they crossed the impossible chasm 
  between worlds through sheer force of imagination 
  and will. Whatever the case, morgens are no longer 
  mere dreams of mortal men, but living, breathing 
  beings in their own right. Though they have no 
  dreams of their own (for they do not sleep), these 
  waterbound morgens still influence the dreams and 
  desires of others, but now in more tangible and 
  permanent ways. 
  
   
   
   
   
   
  5 
         PHYSICAL DESCRIPTION:   Morgens are 
  undeniably beautiful creatures. Their pale white 
  skin is silky and opalescent. Their purplish hair is 
  almost always long, wild, and flowing, and its 
  color shimmers in the light. It is their large, lidless 
  eyes, however, that most mark them as a creature 
  not of this world. The eyes of a morgen are blue-
  black orbs filled with swirling stars.  Aside from 
  the tops of their heads, morgens are hairless. From 
  their waist down, they have pale-blue fish tails, 
  much like a seafolk. With these characteristics, 
  many often mistake these creatures for some sort 
  of merfolk-feykith crossbreed, though few feykith 
  or merfolk individuals would make the same 
  mistake.  
       Morgens are known to be pleasant smelling, 
  with soft, cool, and smooth voices. A morgen’s 
  voice alone has been known to sooth angry beasts 
  and violent men alike, and they are very fond of 
  the siren class because it allows them to showcase 
  their natural talent regularly. 
       ECOLOGY & SOCIETY: Morgens can be either 
  male or female. Female morgens are often 
  voluptuous with exaggerated features of appeal.  
  Male morgens seem to be rather effeminate, but 
  despite this, are still found attractive by those who 
  are attracted to males. Despite their allure, and 
  their proclivity to form strong physical and 
  emotional bonds with other races, morgens can 
  only create children with other morgens, and thus 
  far, no polymorph or alteration magic has been 
  able to change this fact.  
        It would be difficult to classify a morgen as a 
  mammal; while they do nurse their young, they 
  also hatch from perfectly spherical eggs that look 
  like large pearls. These eggs, about six inches in 
  diameter, take a decade to incubate. Luckily, they 
  are extremely resilient. A mother morgen will 
  often carry her eggs with her, as they require no 
  special care in particular.  Morgens typically lay 
  eggs in clutches of two to six, once in their lifetime.  
  Hatchlings look just like miniature adults, and  
            mature very quickly, reaching adulthood in  
  just seven years. During that time, they learn and 
  grow at an amazing pace; absorbing knowledge 
  like a sponge—sometimes literally. Morgen 
  children can read books and other written works 
  simply by touching them. This talent usually fades 
  by the time the morgen is mature.  
       The internal structure of a morgen is wholly 
  alien to anything else on this world. Their organs 
  consist of globular orbs that glow, pulse, and hum 
  softly, and when injured, a morgen bleeds a bright 
  blue blood that smells of water lilies (and therefore 
  will not attract normal predators). The bones of a 
  morgen are clear and morgens do not have teeth.  
       Perhaps this lack of teeth is why they prefer to 
  consume soft-bodied shellfish, especially oysters 
  and clams.  They eat so many of these mollusks 
  that many morgens develop quite a large hoard of 
  sea shells and pearls. This habit has led to a 
  common myth that morgens can create pearls 
  from seafoam, which is untrue and unfortunate for 
  those seeking out the morgen specifically for that 
  talent.  
        Like sea elves, morgens do not need to sleep, 
  and live long lives. A morgen does not gain 
  weight or show signs of age, though will suddenly 
  turn into seafoam at some point during its 
  venerable years.  A particularly saddened or 
  depressed morgen also risks spontaneously 
  turning into seafoam and thus ceasing to exist. 
  Though it happens extremely rarely, and is 
  mysterious process even to morgens themselves, 
  this small threat often motivates most morgens to 
  maintain a cheerful disposition at all costs. 
       Nearly all morgens have pleasant 
  characteristics, both physically and mentally. 
  Morgens have gentle demeanors, and tend to 
  remain calm in even the worst situations. Since the 
  majority of a morgen’s power revolves around 
  influencing others, they are almost never found 
  alone. This communal spirit supplants any 
  negative personality traits. Few would find a 
  morgen annoying, self-serving, impolite, or ill-
  mannered. 
  
   
   
   
   
   
   
   
  6 
         RELATIONS TO CORE RACES: Morgens get 
  along well with all races, but are especially close 
  with sea-elves, seafolk, and apsaras. Most races 
  view morgens favorably, and some even view 
  them as valuable assets that need to be invested in. 
  Nommos, pisceans, and kvols (aquatic kvals) are 
  the only races that seem reluctant to show kinship, 
  often citing that the inspiration of a morgen is both 
  artificial and ephemeral. 
       A strange enmity exists between the morgens 
  and kvols that goes beyond a simple difference of 
  opinion. Perhaps the unraveling of dark 
  demiplanes is somehow at odds with the 
  dimension of dreams.  Luckily, morgens tend to 
  avoid the crushing depths that kvols like to call 
  home, and the two races seldom interact. 
         ALIGNMENT & RELIGION:  Morgens are 
  generally selfless creatures that live to motivate 
  others towards greatness, 
  happiness, love, or 
  peace.  This paints the 
  picture of a benevolent 
  being, capable of only 
  kindness, generosity, 
  and compassion. 
  While the majority 
  seems to fit that image, 
  malevolent morgens 
  do exist. Twisted to 
  the cause of darkness, 
  these morgens (often 
  referred to as “mari-
  morgens”) deign to 
  use their talents to lure 
  others to their doom.  
  Regardless of their 
  alignment, almost all 
  morgens refuse to deal with 
  evil from the abyss, especially demons. Morgens 
  can be of any and all religions, serving as aids to 
  the paragons of those religions and their values. 
        ADVENTURERS: Morgens enjoy the leadership 
  role most of all, reveling in their ability to make 
  their allies better. Being creatures of beauty and 
  song, their natural profession is siren, and most 
  morgens gravitate towards this class above all 
  others. However, their nature lends well to both 
  divine and arcane endeavors. While a few morgen 
  clerics exist, sorcerer and wizard morgens are the 
  most common. Most martially inclined morgens 
  are paladins who inspire their allies to victory. 
   MALE NAMES: Anfef, Atheah, Aveb, 
  Bavar, Eben, Elvaf, Gahal, Galath, Hivval, Iannef, 
  Kevel, Madaf, Mahar, Mavash, Nehel, Oref, Rahal, 
  Salem, Seveth, Tayav, Veveth, Zashev 
  FEMALE NAMES: Abea, Atha, Athava, 
  Chara, Danah, Darlelle, Elra, Enarah, Harna, Haya, 
  Idna, Itha, Jaeda, Kara, Kavia, Lehlu, Mae, Nathia, 
  Nola, Pazla, Rathia, Rivendi, Satha, Shava, Tivia 
  
   
   
   
   
   
  7 
   
  Morgen Vital Statistics 
   
  RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  7 years 
  +4d6 
  +6d6 
  +10d6 
   
  RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  Male 
  6 ft. 
  +2d6 inches 
  Female 
  5.ft. 10 in 
  +1d12 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  200 years 
  300 
  years 
  400 years 
  400  + 5d% 
  years 
   
   
   
   
   
   
   
   
   
   
  Morgen Racial Traits 
     +2 Intelligence, +2 Charisma, -2 Constitution:    
        Morgens are highly intellectual, extremely social,   
        and somewhat fragile creatures. 
    Racial Buoyancy: -60B, Depth Tolerance: 300 feet 
    Medium:  Morgens are Medium-sized creatures      
        with no bonuses or penalties due to size. 
    Fast Swim Speed: Morgens have a base swim speed  
       of 40 feet. 
    Seawalker: Morgens were never meant to move on 
  land. They do so at a movement rate of 5 feet 
  (though may move faster by using the Climb 
  skill). This feature generally precludes them from 
  a land adventure at low levels, which should not 
  be a major issue for an entirely aquatic campaign. 
  At higher levels, spells and magic items may help 
  morgens explore dry-land in short intervals, with 
  more permanent solutions becoming obtainable at 
  the highest levels. 
    Lungs: A morgen can breathe air indefinitely, but     
       lack gills and must come up for air eventually. 
    Low-Light Vision:  Morgens can see twice as far as  
       humans in conditions of dim light. 
    Morgen Immunities: Morgens are immune to magic  
       Sleep and Fear effects. 
    Spell-like ability: Morgens can use unnatural lust 
  once per day as a spell-like ability. The caster level 
  for this ability equals the morgen's class level.   
    Touch of the Morgen: As a swift action once per  
       round, you may touch one adjacent ally to reduce  
       magical fear affects, possibly abating them entirely.  
       A panicked ally instead gains the condition  
      “cowering.” A cowering ally is no longer cowering  
       and gains the condition “frightened.” A frightened  
       individual instead becomes “shaken.” Those that  
       are shaken are cured of all fear affects. The  
       morgen, having no limit to the application of this  
       ability, can use this ability over the course of  
       several rounds, completely calming a panicked ally  
       in as few as 4 rounds. 
    Languages: Morgens begin play speaking Common    
       and  Dreamspeak (native language of the domain    
       of dreams).  Morgens with high Intelligence scores  
       can choose any of the following: Abyssal, Aquan,  
       Celestial, Delatari, Draconic, Halbok, Infernal,  
       Nixish, Lok'tar, Salatari, and Sylvan.  
   
  
   
   
   
   
   
   
   
  8 
   
  THE SEA OF DREAMS 
        The Dimension of Dreams is the ephemeral 
  plane where the minds of dreamers go when they 
  dream. This world has no form to speak of, unless 
  someone is present to give form to the chaos that 
  roils there. It is also regarded as the third "layer" 
  of the ethereal plane. In this unique reality it is 
  said that the dreams of mortals, immortals, and 
  sleeping gods interact, influence, and work out 
  that which they cannot in their waking life. It is 
  extremely rare that one crosses the threshold 
  between the world of men and the world of 
  dreams, and it is usually a one-way trip. 
       Within this realm, some might say permeating 
  its entirety, is what is known as the “Sea of 
  Dreams.” The collective unconscious of the 
  denizens of the universe pools, surges, and foams 
  in these quasi-metaphorical depths, much like the 
  waters of the sea. Perhaps this is the reason that 
  nearly all dreamers who become aware of this 
  collective pool of thought seem to perceive it as a 
  vast ocean. As such, it can appear out of 
  nowhere, drowning the dreamscape, or perhaps 
  even transforming it from terrestrial to nautical 
  in the blink of an eye. 
      With the realization and perception of this 
  fantastical sea, comes the awareness of the 
  creatures that inhabit it. Each represents a 
  commonality among large populations of 
  extremely diverse creatures. These can include 
  titanic fishes of greed or gluttony, glittering 
  schools of tiny dolphins representing kinship or 
  family, and the sultry morgens, signifying lust or 
  desire.  
   
  Racial Feats 
  The following feats are available to a morgen character 
  who meets the prerequisites. 
   
  DREAM BUBBLE 
  You create a bubble that defies water. 
  Prerequisites: Morgen, Character Level 5. 
  Benefit: At will, you become encapsulated in an 
  ephemeral bubble that grants you 0 buoyancy and 
  the ability to breathe underwater, but otherwise 
  has no effect other than visual. 
  INSPIRE COURAGE 
  Your presence bolsters your allies against fear. 
  Prerequisites: Morgen, Cha 15. 
  Benefit: You grant allies within 50 feet of you a +2 
  morale bonus to saving throws versus fear effects. 
   
  INSPIRE LUST 
  You can use your spell-like ability more often. 
  Prerequisite: Morgan 
  Benefit:  You can use your unnatural lust spell-like 
  ability one additional time per day.  
  Special: You can take this feat multiple times, adding 
  an additional casting per day. 
   
  SONG OF THE MORGEN 
  You can use touch of the morgen at range. 
  Prerequisites: Morgen, 3 ranks in Perform skill. 
  Benefit: You can use the touch of the morgen racial trait 
  at a range of up to 30 feet. 
  Normal: Touch of the morgen normally has a range of 
  touch. 
   
  UNEARTHLY PRESENCE 
  You exude the essence of dreams. 
  Prerequisites: Morgen, Wis 15. 
  Benefit: When your hit point total is equal to or greater 
  than half of your maximum hit point total, you gain 
  a +1 morale bonus to armor class and all saving 
  throws against attacks made by creatures in squares 
  immediately adjacent to you.   
   
  WAKING DREAM 
  You can enter the dreams of an immediate ally. 
  Prerequisites: Morgen, Int 15. 
  Benefit: This feat allows you to cast dream once per 
  day as a spell-like ability, with the following 
  limitations. You cannot designate a different 
  messenger than yourself. In addition, the recipient 
  must be someone within 50 feet of yourself. The 
  caster level for this ability is equal to your character 
  level. 
   
   
  
   
   
   
   
   
  9 
  Aphromorphic Pearls 
  Hailing from the plane of Dream, morgens often bring 
  with them strange items that are made from the very 
  fabric of this extraordinary realm. One such object is 
  the aphromorphic pearl, the materialized essence of a 
  denizen of the Sea of Dreams. It appears as a large and 
  luminous white pearl, two inches in diameter. If one 
  looks closely at it, they will notice that the 
  pearlescence swirls like stormy clouds. Aphromorphic 
  pearls glow more brightly when near a sleeping 
  subject.  
   
  Aphromorphic Pearls                                         
  Aura strong transmutation; CL 16th 
  Slot —; Price 125,000 gp; Weight — 
  DESCRIPTION 
       The aphromorphic pearl can only be activated 
  once per day, when the person who is carrying this 
  item falls asleep at the surface of a large body of 
  water. Upon falling asleep, the aphromorphic pearl 
  triggers and releases floating seafoam from it that 
  fills up to four squares adjacent to the sleeper. The 
  seafoam eventually (within 2d4 minutes) coalesces 
  into an extraplanar creature that protects the 
  sleeper to the best of its abilities, including fleeing 
  with the sleeper if possible. Form, additional 
  properties, and additional abilities are dependent 
  on the type of pearl, and described in the 
  “Aphromorphs” section. Creatures that do not 
  sleep or dream cannot use this item.             
           The aphromorph reverts to seafoam if the 
  sleeper is awakened or slain, the aphromorph is 
  slain, or the aphromorph leaves the body of water it 
  originated from. The sleeper remembers the actions 
  of the aphromorph as if it were a hazy dream. 
  Although the dreamer cannot directly influence the 
  actions of the aphromorph, his general intentions 
  and demeanor are reflected in its behavior. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, polymorph 
  any object, polymorph; Cost 62,500 gp. 
  Aphromorphic pearls can only be crafted in the Sea 
  of Dreams. 
   
  APHROMORPHS 
     All aphromophs created by the pearls share the same 
  base statistics, which are further modified by the type 
  of pearl. Occasionally, the type of creature supersedes 
  some of the base statistics.  
   
  BASE APHROMORPH 
  CR 8 
   
  XP 3,200 
  N Large outsider (extraplanar) 
  Init +7; Senses blindsight 60 ft.; Perception +14 
  Racial Buoyancy: -30A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural,  
       -1 size) 
  hp 75 (10d10+20) 
  Fort +9, Ref +10, Will +5 
  DR 10/magic 
  Immune sleep and fear effects. 
  OFFENSE 
  Speed swim 40 ft. 
  Melee slam +11 (2d6+2) 
  Space 10 ft.; Reach 0 ft. 
  STATISTICS 
  Str 14, Dex 17, Con 15, Int 4, Wis 11, Cha 10 
  Base Atk +10 CMB +13; CMD 27(can't be tripped) 
  Feats Dodge, Improved Initiative, Improved Overrun, Iron Will,  
      Power Attack 
  Skills Perception +14 
  Languages Common, Dreamspeak (cannot speak) 
   
  BLEACHED WHALE  
  The bleached whale appears as an insubstantial white 
  whale with glowing violet eyes. 
  Speed swim 60 ft. 
  Ghostly Immunities (Su): Bleached whales are 
  immune to death effects, disease, mind-affecting 
  effects (charms, compulsions, phantasms, and 
  patterns), paralysis, poison, and stun. 
  Spell-like abilities (CL 16th): Bleached whales can 
  use invisibility at will as a spell-like ability. In 
  addition, they can use ethereal jaunt once per day 
  as a spell-like ability. 
   
  EX-RAY  
  The ex-ray is a large skeletal stingray with bleach-white 
  bones and hollow eye sockets. 
  DR 15/bludgeoning 
  Immune cold 
  Melee sting +11 (1d6 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Poison (Ex) 
       Sting—injury; save Fort DC 16; frequency 1/round      
            for 4 rounds; effect 1d2 Dex and 1 Con; cure 1  
            save. The save DC is Constitution-based. 
  
   
   
   
   
   
   
   
  10 
  PALE BOAT  
  The pale boat is a crème-white living sail boat with ghostly 
  sails that can move of its own accord. 
  Racial Buoyancy: 2000;  Depth Tolerance: 0 feet 
  (floating only) 
  Speed swim 120 ft. 
  Construct-like Immunities (Su): Pale boats are not 
  subject to ability damage, ability drain, fatigue, 
  exhaustion, energy drain, or nonlethal damage.  
  Spell-like abilities (CL 16th): Pale boats can use swift 
  retreat three times per day as a spell-like ability. 
  Special: The pale boat appears underneath its 
  dreamer, effectively carrying the dreamer away 
  with it.  
   
  SHELL SHARK   
  The shell shark seems to be made entirely of jagged white 
  sea shells. Its eyes blaze a fearful red. 
  Natural Armor (Ex): Shell Sharks have a natural 
  armor bonus of +11. 
  Melee bite +11 (2d6+2) 
  Space 10 ft.; Reach 5 ft. 
  Spell-like abilities (CL 15th): Shell Sharks are 
  constantly under the effects of the iron body spell. 
  This has the same effects as the spell, except that 
  the duration does not expire. 
   
   
   
   
   
   
   
   
   
   
   
   
  SNOW CRAB 
  This large angry crab appears to be made entirely of snow 
  and ice. Its eyes glow a menacing pale green. 
  Speed 40 ft. swim 20 ft. 
  Immune cold 
  Melee 2 claws +11 (1d6+2 plus grab) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks constrict (1d6+2), breath weapon (15 
  ft. cone, Reflex DC 17 for half, 2d4 cold, usable 
  every 1d4 rounds) 
  Special: The snow crab can survive 10 rounds outside 
  of the water, after which it reverts to a pile of 
  snow instead of seafoam. 
   
  WHITE MARE  
  The white mare is a perfect albino hippocampus with pink 
  highlights. It is both majestic and beautiful. 
  Speed swim 80 ft. 
  Space 10 ft.; Reach 5 ft. 
  Spell-like abilities (CL 15th): White mares can use 
  swift retreat, dimension door and plane shift three 
  times per day (each spell) as a spell-like ability. It 
  can only use plane shift to go to the Sea of Dreams 
  and back to its plane of creation. If the white mare 
  is created in the Sea of Dreams, it loses its plane 
  shift ability. The white mare can carry up to two 
  Medium-sized creatures, including its dreamer. 
   
   
  
   
   
   
   
   
  11 
  Prestige Class: The Silver Morgen 
  “Sometimes you wake up, sometimes you die, and, in some 
  dreams of drowning, you learn to breathe like a fish.” 
   
       A life as a morgen often means a life dedicated 
  to inspiring others towards following their 
  dreams. In the case of the silver morgen, there is 
  no exception. This morgen seeks out the servitors 
  of good aligned deities and inspires them 
  towards great achievements. They are deeply 
  spiritual and hold their idealistic values above all 
  else. These doctrines often include love, peace, 
  and freedom. Silver morgens are the living 
  embodiment of these principles. 
       Drawn to the path of divine good, the silver 
  morgen is well-suited to aiding the cause of other 
  religious classes. They are charged with pure 
  positive energy, and all those who use that type 
  of energy can benefit from having a silver 
  morgen nearby. They may also harness this 
  energy into powerful radiant attacks. 
  Role: Silver morgens are often party leaders. 
  Occasionally, they fill the role of combat support; 
  enhancing the prowess of the entire party. 
  Alignment: Silver morgens must be of good 
  alignment, and their alignment must be 
  congruent with that of their chose deity. 
  Hit Die: d8. 
   
  REQUIREMENTS 
  To qualify to become a silver morgen, a character 
  must fulfill all of the following criteria. 
  Race: Morgen. 
  Skills: Heal 7 ranks, Knowledge (religion) 10 
  ranks. 
  Feats: Unearthly Presence. 
  Spells: Ability to cast calm emotions and at 
  least one healing spell. 
  Special: Channel positive energy class feature.  
   
  CLASS SKILLS 
  The silver morgen’s class skills (and the key 
  ability for each skill) are  Diplomacy (Cha), Heal 
  (Wis), Knowledge (religion) (Int),  and Sense 
  Motive (Wis). 
        Skill Ranks at Each Level: 2 + Int modifier. 
   CLASS FEATURES 
  All of the following are class features of the silver 
  morgen prestige class. 
  Weapon and Armor Proficiency: Silver 
  morgens are proficient with all simple weapons. 
  They gain no proficiency with armor, but will 
  likely have some defensive proficiency from 
  previous classes. 
         Spells per Day: When a new silver morgen 
  level is obtained, a silver morgen gains new 
  spells per day as if he had also gained a level in a 
  divine spellcasting class he belonged to before 
  adding the prestige class. He does not, however, 
  gain any other benefit a character of that class 
  would have gained. This means that he adds the 
  level of silver morgen to the level of whatever 
  other divine spellcasting class the character has, 
  then determines spells per day, spells known, 
  and caster level accordingly.    If a character had 
  more than one divine spellcasting class before 
  becoming a silver morgen, he must decide to 
  which class he adds the new level for purposes of 
  determining spells per day. 
        Silver Light (Sp): At 1st level, the silver 
  morgen radiates the effects of a calm emotions 
  spell at all times in a 5-foot radius from himself. 
  Other than duration and area of effect, the effects 
  of this ability are identical to a calm emotions spell 
  with a CL equal to the silver morgen’s character 
  level. This effect does not persist outside of the 
  range of the silver morgen, and ends immediately 
  when the effected creature leaves the area. At 4th, 
  7th, and 10th level the radius of this effect extends 
  an additional 5 feet, reaching a 20-foot radius at 
  10th level. 
        Touch of Silver (Su): At 2nd level, when a 
  silver morgen channels positive energy to heal an 
  ally, the ally gains one additional use of channel 
  positive energy for that day, provided that he has 
  that ability. This effect is not cumulative; the ally 
  can only gain one additional use per day 
  regardless of how many times the silver morgen 
  channels positive energy to heal him. 
  
   
   
   
   
   
   
   
  12 
     
      Silver Strike (Su): At 3rd level, as a swift action, 
  the silver morgen chooses one target within the area 
  of her silver light effect to be the target of silver 
  strike.  If this target is evil, the silver morgen and all 
  allies within the silver light effect add a bonus equal 
  to the level of the silver morgen class to all damage 
  rolls made against the target of the silver strike.  
  Allies must be within the silver light effect to gain 
  this bonus, but may move in and out of the area, 
  gaining and losing the bonus respectively. The 
  additional damage from silver strike automatically 
  bypasses any DR the target might possess. If the 
  silver morgen targets a creature that is not evil, the 
  silver strike is wasted with no effect. The silver strike 
  effect remains until the target is dead or the next time 
  the silver morgen rests and regains his uses of this 
  ability. The target cannot escape silver strike by 
  moving out of the area of the silver light effect. The 
  silver morgen gains an additional use of this ability 
  at 6th and 9th level. 
        Divine Presence (Su): At 5th level, the silver 
  morgen’s Unearthly Presence feat adds an 
  additional +1 sacred bonus to armor class and all 
  saving throws against attacks made by creatures 
  within 10 feet of the silver morgen.  This bonus 
  applies whenever the bonuses from the Unearthly 
  Presence feat normally apply. 
         Light of Peace (Su): At 8th level, once per day, 
  the silver morgen’s body can shed light as a daylight 
  spell for a number of rounds equal to her silver 
  morgen level. While under this effect, the silver 
  morgen and all allies within 50 feet of the silver 
  morgen gain a +4 sacred bonus to saving throws 
  versus fear or emotion magic. If the effect is classified 
  as both fear and emotion magic, the sacred bonus 
  increases to +8. 
   
   
   
  TABLE: THE  SILVER MORGEN 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +1 
  Silver Light (5-foot radius) 
  +1 of existing divine spellcasting class 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Touch of  Silver 
  +1 of existing divine spellcasting class 
  3rd 
  +2 
  +1 
  +1 
  +2 
  Silver Strike (1/day) 
  +1 of existing divine spellcasting class 
  4th 
  +3 
  +1 
  +1 
  +2 
  Silver Light (10-foot radius) 
  +1 of existing divine spellcasting class 
  5th 
  +3 
  +2 
  +2 
  +3 
  Divine Presence  
  +1 of existing divine spellcasting class 
  6th 
  +4 
  +2 
  +2 
  +3 
  Silver Strike (2/day) 
  +1 of existing divine spellcasting class 
  7th 
  +5 
  +2 
  +2 
  +4 
  Silver Light (15-foot radius) 
  +1 of existing divine spellcasting class 
  8th 
  +6 
  +3 
  +3 
  +4 
  Light of Peace 
  +1 of existing divine spellcasting class 
  9th 
  +6 
  +3 
  +3 
  +5 
  Silver Strike (3/day) 
  +1 of existing divine spellcasting class 
  10th  
  +7 
  +3 
  +3 
  +5 
  Silver Light (20-foot radius) 
  +1 of existing divine spellcasting class 
  
   
   
   
   
   
  13 
   Morgen 
  This gentle creature dressed in sharkhide armor etched with 
  a scrolling water lily design smiles kindly at you. Her alien 
  beauty is punctuated by her impossibly fathomless eyes 
  which are reminiscent of the sky on a moonless summer 
  night. Though she is armed, the way she carries her sword 
  seems to make it more an item of peace than an object of 
  combat. 
   
  MORGEN 
  CR 1/2 
   
  XP 200    
  Female morgen siren 1 
  NG Medium outsider (native) 
  Init +2; Senses low-light vision; Perception +4 
  Racial Buoyancy: -60B  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 
  hp 7 (1d8-1) 
  Fort -1, Ref +5, Will +3 
  Immune sleep and fear effects. 
  OFFENSE 
  Speed 5 ft. swim 40 ft. 
  Melee short sword +0 (1d6/19-20) 
  Ranged shortbow +2 (1d6/�3) 
  Special Attacks songstress’s grace 1/day, commanding cadence,    
       compelling song, predator’s song, siren song (see siren class) 
  Spell-Like Abilities (CL 1st) 
       1/day—unnatural lust (DC 14) 
  Siren Spells Prepared(CL 1st)  
       1st—(DC 14) Comprehend Languages, Neutralize Buoyancy  
       0—(DC 13) Lullaby, Mage Hand, Mending, Resistance 
  STATISTICS 
  Str 10, Dex 14, Con 8, Int 15, Wis 12, Cha 17 
   
  Base Atk 0; CMB +0, CMD 13 
   
  Feats Extra Performance 
   
  Skills Acrobatics +6, Climb +4, Diplomacy +7, Escape Artist   
       +6, Perception +4,  Perform (sing) +7, Stealth +6. 
   
  Languages Common, Dreamspeak, Delatari 
   
  SQ Touch of the Morgen 
   
  ECOLOGY 
   
  Environment any coastal (urban) 
   
  Organization solitary,  duo, or orchestra (6-24) 
   
  Treasure NPC gear (sharkhide armor, short sword, shortbow,  
       quiver of  20 arrows, other treasure) 
   
   
  SPECIAL ABILITIES 
   
  Touch of the Morgen: As a swift action once per  
       round, the morgen may touch one adjacent ally to reduce  
       magical fear affects, possibly abating them entirely.  
       A panicked ally instead gains the condition  
      “cowering.” A cowering ally is no longer cowering  
       and gains the condition “frightened.” A frightened  
       individual instead becomes “shaken.” Those that  
       are shaken are cured of all fear affects. The  
       morgen, having no limit to the application of this  
       ability, can use this ability over the course of  
       several rounds, completely calming a panicked ally  
       in as few as 4 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mari-Morgen 
  The mari-morgen is motivated by a nefarious deity. She 
  stalks the streets looking to inspire evil in those that harbor 
  malevolence in their hearts. Her bright starry eyes somehow 
  convey only darkness. 
   
  MARI-MORGEN 
  CR 1/2 
   
  XP 200    
  Male morgen rogue 1 
  CE Medium outsider (native) 
  Init +3; Senses low-light vision; Perception +5 
  Racial Buoyancy: -60B  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 
  hp 10 (1d8+2) 
  Fort +2, Ref +5, Will +1 
  Immune sleep and fear effects. 
  OFFENSE 
  Speed 5 ft. swim 40 ft. 
  Melee short sword +2 (1d6+1/19-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Special Attacks Sneak Attack +1d6 
  Spell-Like Abilities (CL 1st) 
       1/day—unnatural lust (DC 14) 
  STATISTICS 
  Str 13, Dex 15, Con 14, Int 12, Wis 12, Cha 10 
  Base Atk 0; CMB +1, CMD 14 
  Feats Weapon Finesse  
  Skills Acrobatics +5, Bluff +4, Disable Device +5, Escape Artist  +5,  
       Intimidate+3,  Perception +5, Sense Motive +5, Sleight of Hand  
       +5,  Stealth +5. 
  Languages Common, Dreamspeak, Infernal 
  SQ Touch of the Morgen, Trapfinding  
   
  ECOLOGY 
   
  Environment any coastal 
   
  Organization solitary,  duo, 
  or gang (3-5) 
   
  Treasure NPC gear   
       (sharkhide armor, short  
          sword, light crossbow,  
            quiver of  20 bolts,  
            other treasure). 
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  14 
  Morgens in Your Game 
  Morgens, despite their alien heritage, have the 
  distinct advantage of appearing both familiar and 
  comely to most other races. While some measure 
  of distrust will be apparent when dealing with 
  any new race, the morgen should find miniscule 
  prejudice among merfolk, sea elves, selkies, and 
  other races with similar features. 
  The apsara race in particular may find a 
  kindred spirit in the morgen, as both are partially 
  descended from divine servitors. However, some 
  morgens result from the dreams of those with 
  darker desires, which can actually cause a great 
  deal of apprehension between the two races.  
  Morgens in this text are presented as a fairly 
  fresh race to the world.  The exact date of their 
  exodus to this world was purposefully left out so 
  the Game Master can introduce them as needed. 
  They do not need to be intertwined with your 
  existing campaign history. This allows them to be 
  placed in virtually any aquatic campaign setting 
  with little work. As is, they require almost no 
  adjustment to your world to begin play 
  immediately.  
  However, if the back story will not work with 
  your campaign, there are alternatives. In games 
  with a different cosmology, the morgen can come 
  from nearly any outer plane or dominion of the 
  divine that has oceans or aquatic environs. If 
  other planes of existence are absent entirely, the 
  morgen could be a natural creature, descended 
  from a virtuous group of isolated feykith 
  creatures. Or perhaps they are fabricated beings, 
  brought into existence through an obscure ritual. 
  Whatever the case, the morgen will make a 
  welcome addition to any game as a powerful 
  supporting character of the group, an unusual 
  option for a player seeking to play a cooperative 
  character, a challenge for the player who wants to 
  assume the leader role, or even a fun alternative 
  for those who want to be attractive and 
  motivating. 
  OPEN GAME LICENSE Version 1.0a 
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  the Coast, Inc ("Wizards"). All Rights Reserved. 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder  RPG  Core  Rulebook.  Copyright  2009,  Paizo  Publishing,  LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009,  Alluria  Publishing; Author: Emily Kubisz 
  Cerulean Seas Campaign Setting, Indigo Ice, Azure Abyss, & Celadon Shores.  Copyright  
  2010-2016,  Alluria  Publishing; Authors: Emily Kubisz, Sam Hing, and Matthew Cicci 
  
   
   
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
        
   
   
   
     
   
  Add New Life to your  
  Cerulean Seas Game! 
   
  The REMARKABLE RACES SUBMERGED  
  supplements are colorfully illustrated PDF 
  tomes, 100% compatible with the 
  PATHFINDER ROLEPLAYING GAME and the 
  CERULEAN SEAS CAMPAIGN SETTING that 
  give rules for playing new and unusual  
  PC races. Each book contains all you need to 
  play a character of one new race & more! 
  Races were designed to fit into nearly any  
  Cerulean Seas campaign (including INDIGO 
  ICE, AZURE ABYSS, and CELADON SHORES). 
  With versatile and non-intrusive back 
  stories, these creatures can be spontaneously 
  added to any setting. Mix and match to suit 
  your world. Whether you are a GM looking  
  for new options, or a player seeking 
  something different, the "Remarkable 
  Races" line by Alluria Publishing will 
  breathe new life into your game! 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Morgen.pdf