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  REMARKABLE RACES SUBMERGED 
  THE KVOL (AQUATIC KVAL) 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
   
  Interior Illustrators 
  Justin Varu 
  Janina Wilhart 
  Tim Adams 
   
   
  Cover Artist 
   Justin Varu 
   
   
   
  Editors 
  Steven O’Neal 
  Patricia Taylor-Kubisz 
   
  Layout & Design 
  Tim Adams 
  Grace Jackson 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Magnus A. Kubisz 
  Team Draconis 
   
  !
  ALP-RRS07: 
   
  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 Complete. Copyright 2011, 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. 
  Squole & Remarkable Races © 2009 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. 
   
  
   
   
   
   
   
  3 
   
   
   
   
   
   
    
   
   
   
   
  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Kvol 
  
   
   
   
   
   
   
   
  4 
  “Arise!” the sea witch cackled, as a second 
  army of horrendous skeletons clamored up 
  from the deep-sea silt. Therion, an embattled 
  merfolk paladin, could not take much more. 
  Most of his allies had already perished in the 
  siege of the deep drow’s fortress, and some 
  still shambled amongst the first wave of 
  mindless terrors that the sinister fiend had 
  unleashed. 
  Sword clashed with bone as the paladin 
  and his remaining companions formed a 
  defensive circle, their backs facing each other. 
  All the while, the deep drow sorceress lobbed 
  all manner of destruction from beyond the 
  undulating wall of undead. In a flash of 
  violet, three compatriots went down. In a 
  whirl of steam, another two were gone.  
  The kindly cleric, Therion’s good friend for 
  many years, retaliated in prayer as dozens of 
  blades of holy light rained down on the 
  battlefield, crushing ivory skulls and 
  grimacing deep drow alike. However, the 
  necromancer was unfazed. Before long, the 
  cleric too was lost in a sea of swimming 
  teeth and blood. Minutes later, Therion 
  collapsed on a pile of bone shards, the only 
  defender of good left in this bleak realm.  
  “You shall never win, Shelbra!” Therion 
  said, mustering up what vocal confidence he 
  could through sheer exhaustion.  
  “Quite the contrary mortal,” Shelbra 
  hissed, “I have already won!” 
  With that, the decrepit deep drow raised 
  her jeweled staff muttering profane curses. As 
  Therion’s life slipped away, his last sight 
  was a large, utterly black crater opening 
  beneath himself, Shelbra, and the undead 
  army, sucking everything into oblivion. 
  Ages pass amid the crater that was once 
  the site of the deep drow fortress, and of that 
  horrific day. For centuries, it rested 
  peacefully; its history buried in the sands of 
  time. Just as the last hint of notoriety left the 
  area, scores of little squid poured forth from 
  cracks in the sediment. They came from a 
  dead and terrible realm. Hours passed and 
  many schools of squid coalesced into the 
  glowing silhouette of Therion, fists held high. 
  His fighting spirit has been reborn as 
  hundreds of kvols!  
  The kvols tell of a pocket dimension only a 
  few miles wide. This tiny demiplane was a 
  prison for terrible self-consuming evil for 
  millennia.  As the evil began to decay into 
  oblivion, the kvols grew in number, feasting 
  on the rot like maggots on carrion. As the 
  kvols multiplied, they could see the veil 
  between the worlds become thinner. Some 
  kvols even took up arms against the 
  remaining evil to speed up the process. When 
  the dimension collapsed, the only creatures 
  small enough to escape through the minute 
  rifts between the two worlds were the tiny 
  squids from disembodied kvols. Stranger 
  still, the kvol race is not foreign to the world 
  of men; they have been appearing through 
  similar rifts for ages. 
  Sages speculate that kvols are a product of 
  the fabric of reality itself. These scholars 
  believe that the universe has a built-in safety 
  mechanism for when the balance of good and 
  evil becomes violently tipped towards evil. 
  The world itself quickly expels the evil, 
  excising it and the surrounding area as one 
  might remove a cancerous tumor. The 
  offending land then resides in a self-
  contained demiplane where it festers for 
  untold ages and collapses. The kvols are part 
  of that process, acting as agents of entropy to 
  the evil that resides within. When the 
  malevolence is mostly consumed, the 
  energies that maintain this microcosm 
  collapse and deposit the kvols into the 
  underdeep, sometimes in great hordes. When 
  unleashed from their extradimensional 
  prisons, most kvols continue to fight the 
  forces of evil in the darkest depths of the 
  ocean. 
   
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:  While kvols differ greatly 
  in both size (from Small to Large-sized) and form 
  (both humanoid and mefork), they all share one 
  unmistakable feature; they are all essentially 
  transparent slime shells filled with a school of live, 
  luminescent squid. That they are both sapient and 
  sensible and not some unearthly being hell-bent on 
  eating one’s face off is not entirely remarkable, as they 
  claim the underdeep as their home (and they fit right 
  in with the weirdness of this realm). In fact, from a 
  distance they look almost heroic, appearing as radiant 
  silhouettes of stately humanoids or merfolk. However, 
  up close their alien nature becomes a lot more 
  apparent. 
  The skin of a kvol is actually a shell made of squid 
  mucus, which is a slimy, semi-solid, transparent 
  material that many natural squid species create for a 
  variety of uses, including both procreation (often to 
  safeguard eggs) and for defense. The mucus shell is 
  constantly maintained by hundreds of Fine, 
  Diminutive, or Tiny squids that dwell inside it, who 
  individually are somewhat ordinary. Like many 
  squids common to these depths, the squids that 
  comprise the kvol’s school create mucus from the tips 
  of their tentacles, and possess both the ability to 
  luminesce (with a cool-blue light) and to eject that 
  luminescent material in the form of an ink cloud.  In 
  Small-sized kvols, their translucent shells reveal that 
  they are made up mostly of Fine-sized squids, with a 
  dozen or so Diminutive squids, and rarely any Tiny 
  squids. Medium-size kvols have a more heterogenic 
  mixture, with roughly equal parts of Fine, Diminutive, 
  and Tiny squids. Large-size kvols are a veritable living 
  aquarium filled with mostly Tiny-sized squid with a 
  smattering of Diminutive-sized squids, and rarely any 
  Fine-sized specimens. Despite their size, all kvols 
  contain roughly the same number of squids. 
  Perhaps the most peculiar trait of the kvol is that it 
  almost perfectly resembles the form of a humanoid or 
  merfolk, and even moves in a similar fashion. Through 
  a perfectly coordinated effort, the miniscule squid 
  serve as muscle and bone to the flimsy shell they have 
  created. Together, they also make up the kvol’s mind 
  and motivation. Kvols can even wear armor and wield 
  weapons just as their form might suggest. To finish 
  this squid-craft adventurer, two bubbles of 
  concentrated bioluminescent jelly are placed and 
  maintained in the “head” of the kvol that resemble 
  glowing eyes (though the actual eyes of the kvol are 
  the thousands of beady-little squid eyes within its  
          shell). 
  A kvol’s form is surprisingly static. While each 
  individual can be patterned off everything from a 
  Large-size karkanak to a Small-sized deepwater nixie, 
  the shape and size of one individual kvol will never 
  sway during its entire existence. There is some 
  evidence that each kvol’s shadow-like form is 
  patterned after a particular hero that failed to avert the 
  disaster that led to that kvol’s existence. It is as if some 
  small part of that fallen hero’s essence lives on to form 
  the kvols that will eventually make things right again. 
  This, of course, means that most kvols have dozens, 
  sometime hundred, of “twins” that look exactly like 
  themselves, each harking from the same specific 
  disaster that spawned them.  
  Kvols can learn languages and speak in a chorus of 
  tiny voices that make up one impressive voice with a 
  surprisingly melodic and pleasant tone. While this 
  does much to give them a less alien visage, their 
  appearances are near-entirely undone when one 
  watches a kvol eat. While taking in nourishment, a 
  kvol slowly engulfs its prey like an over-sized amoeba, 
  and then the school of squid within tears the food 
  apart mercilessly like hungry piranha. To make 
  matters worse, their favorite delicacies are fallen foes.  
  ECOLOGY & SOCIETY: Kvols have no sexual organs 
  or suggestion of gender as their bodies are only vague 
  silhouettes of humanoid and merfolk forms.  Even the 
  squids contained inside them are asexual, reproducing 
  only when another is destroyed by simply splitting in 
  half to make two squids out of one. Extracting one 
  particular squid from a kvol can be very difficult, and 
  it is often fatal to the tiny specimen (who is quickly 
  replaced by the kvol collective). The rare squids that 
  somehow survive this separation grow very quickly, 
  eventually becoming a kvraken (Huge-sized, magical 
  squid) in about one year’s time. 
  Kvols spontaneously generate in naturally 
  occurring demiplanes in which great evil is contained. 
  As the evil wanes, the population of kvols increases. 
  The frequency is exponential, so that by the time the 
  demi-realm collapses, most of the kvol-squid-schools 
  entering the mortal world are brand-new or only a few 
  days old. While very naïve at this young age, they are 
  fully grown and functional adults. Kvols are immortal 
  creatures that never show signs of age. Unfortunately, 
  their unquenchable thirst to destroy evil often brings 
  about their demise in less than a century after entering 
  this realm. 
  
   
   
   
   
   
   
   
  6 
  Kvols live to fight evil, and this can be a harsh and 
  short life for a creature that resides in the underdeep 
  where wickedness permeates the ruling classes. While 
  they will occasionally team up with others of their 
  own kind to fight a sinister villain, kvols lack any 
  coherent society of their own. Instead, they tend to 
  adopt the culture of whatever band of adventurers or 
  heroes that share their causes.  
  RELATIONS TO CORE RACES:  Kvols initially have 
  trouble fitting in with other races. They can be ripe 
  with bad habits and rash behavior. Kvols are also 
  prone to a dark sense of humor that others may find 
  tactless and crude. Another difference is that kvols 
  care little for notions of love or romance, as they 
  simply cannot relate. However, a kvol can also be 
  passionate, witty, caring, and inspiring. Once one gets 
  to know a kvol, it is much easier to overlook its 
  disturbing qualities and admire its fierce spirit. Many 
  who manage to befriend a kvol also find a life-long 
  companion. 
  One strange relation of note is that kvols 
  do not typically get along well with 
  morgens; each tend to see the other as an agent of evil 
  masquerading as an ally of good. This seems to be 
  some sort of instinctual dislike, perhaps relating to the 
  strange planes of existence that each originates from.     
  ALIGNMENT & RELIGION:  Kvols are almost always 
  chaotic, having neither the mind nor the patience to 
  recognize the virtues of law and order. Only the most 
  self-hating of kvols would become evil, as they are 
  naturally inclined against the darker path. An evil kvol 
  would be the self-destructive sort, desperately trying to 
  end its existence through outrageous challenge. 
  Kvols are most often non-religious, though have, on 
  occasion, taken up the flag of any god whose goal 
  includes eradicating evil at any cost. Kvols will also not 
  hesitate to make alliances with powerful outsiders who 
  share the same goal. 
  ADVENTURERS:  Kvols are often quick-tempered and 
  ill-mannered, though lack the selfishness and greed that 
  would categorize them as truly deplorable. In fact, most 
  view the kvols as a force of good, as many kvols 
  relentlessly stalk and destroy evil at every opportunity. 
  This tendency is instinctual; when asked about their 
  motivation they often convey confused responses such as  
  “Evil is my natural prey.”  
  Kvols tend to become excellent fighters and mariners, 
  viewing those classes as the best avenue to hunt and kill 
  evil. They will occasionally take up a religion that is 
  congruent with their cause. Kvol paladins are typically 
  better mannered than others of their ilk, as their training 
  teaches them the patience and humility that the common 
  kvol typically lacks. Kvols also tend to be drawn to 
  arcane classes, especially the wizard. Kvols can be any 
  other class, but such individuals are somewhat rare.  
  NAMES: Kvols refer to themselves in the plural form, 
  fully cognizant that they are actually made up of 
  hundreds of tiny animals. Thus, their names resemble 
  how people refer to a family unit, by pluralizing the 
  surnames and proceeding it with “the.” 
  Example Names: the… Baccuses, Cordos, Felors, 
  Grels, Jarts, Kelkors, Quorts, Rargs, 
  Terises, Ukkobs, Veluses, Wulps, 
  Zors, Zuls. 
   
   
   
   
  
   
   
   
   
   
  7 
     
  Kvol Racial Traits 
  +2 Dexterity, +2 Wisdom, -2 Charisma:  Kvols are 
  preternaturally nimble and very clever. Unfortunately they 
  are somewhat crude and exceedingly alien.  Large kvols 
  gain a bonus to Strength instead of Dexterity. 
  Racial Buoyancy: 0, Depth Tolerance: Immune to Pressure. 
  Variably Sized:  Although the majority of kvols are 
  Medium-sized, they can also be Small or Large sized. At 
  character creation, Small, Medium, or Large size can be 
  chosen, with applicable bonuses and penalties (ability 
  scores are already adjusted above). Their size does not 
  change afterwards.  
   Variable Swim Speed: Kvols can start out with either legs 
  or a merfolk-like tail (also chosen at character creation). 
  Those kvol with legs have a base swim speed of 30 feet, 
  regardless of the starting size. Merfolk-shaped kvol have 
  a base swim speed of 50 feet, regardless of the starting 
  size. 
  Landwalker/Seawalker: Kvols with legs can move on land 
  at a speed of 20 feet. Those without legs are limited to 5 
  feet on land. 
  Senses: Kvols have low-light vision and Darkvision  60 feet. 
  Detect Evil: Once per day, a kvol can cast detect evil as a 
  spell-like ability. The caster level is equal to the kvol’s 
  level. 
  Gills: Kvols can breathe underwater indefinitely.  
  Boneless: Kvols can move in ways that other creatures cannot. 
  A kvol gains a +2 racial bonus on Acrobatics and Escape 
  Artist skill checks. In addition, the kvol gains a +1 bonus  
         on its Combat Maneuver Bonus and Combat Maneuver 
  Defense.  
  Bioluminescent: The kvol can (at-will) cause its body to 
  shed as much light as a torch.   
  Luminescent Ink: A kvol may choose to exude a cloud of 
  luminescent ink once per hour. The iridescent blue patch 
  spreads out in a 10-foot-radius cloud that provides total 
  concealment and persists for 3d4 rounds. Once used, the 
  kvol loses its “bioluminescent” quality for the duration 
  of 1 hour.  
  Swarm-like Qualities:  Kvols are made up of a school of Fine, 
  Diminutive, and/or Tiny squid swimming under a thin 
  membrane comprised of mucus. As such, they share much 
  in common with a swarm. Though, due to their slime “skin” 
  and dense nature, they cannot be fully classified as a 
  genuine swarm. Regardless, kvols are not subject to critical 
  hits or flanking. In addition, kvols are never staggered or 
  reduced to a dying state by damage.  Lastly, a kvol takes 
  half again as much damage (+50%) from spells or effects 
  that affect an area, such as splash weapons and many 
  evocation spells.  
  Immortal Swarm: A kvol reduced to 0 hit points or below 
  instantly transforms into a school of squid (BEASTS OF THE 
  BOUNDLESS BLUE) that immediately releases a 
  luminescent ink cloud. The school of squid is non-
  sentient (and thus should be under control of the Game 
   
   
   
   
   
         
        Master) and has hit points equal to the kvol’s 
  Constitution score. Though the swarm has a vague 
  memory of friend versus foe, it will take every  
        opportunity to flee rather than fight. After eight, 
  uninterrupted hours of rest and feeding, the school will 
  re-knit its mucus hide and the kvol is reborn with 1 hit 
  point per character level. The kvol will have only the 
  vaguest recollection of its time as a school of squid and, 
  in particularly hostile environs, may be missing days of 
  memories. If the school of squid is slain, however, the 
  kvol is annihilated as well.  
             Due to their nature, kvols cannot be raised or 
  resurrected from the dead, nor do they leave a singular 
  corpse. An individual squid raised from the dead will 
  not incorporate back into a kvol, but may eventually 
  grow into a kvraken. 
            A kvol rendered unconscious by means of nonlethal 
  damage also activates this ability, though continues to 
  heal subdual damage normally (1 hit point per hour per 
  character level). The kvol reforms when the subdual 
  damage is sufficiently healed to less than the kvol’s 
  current hit point total. 
  Languages: Kvol begin play speaking Dagonite and either 
  Abyssal or Infernal (chosen at character creation). Kvol 
  with high Intelligence scores can choose any of the 
  following: Abyssal, Common, Cephalite, Delatari, 
  Draconic, Echinn, Infernal,                  Lok'tar, Photok, and 
  Salatari.  
   
   
   
   
  
   
   
   
   
   
   
   
  8 
  Kvol Vital Statistics 
   
  RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  1 year 
  +1d4 
  +1d6 
  +2d6 
   
  RANDOM HEIGHT  
  Size 
  Base Height 
  Modifier 
  Small 
  2.ft. 4 in 
  +2d6 inches 
  Medium 
  5 ft. 
  +4d4 inches 
  Large 
  8 ft. 
  +2d12 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  Kvols do not die of old age, nor have any effects from aging. 
   
   
  Racial Feats 
  The following feats are available to a kvol character 
  who meets the prerequisites. 
   
   
  DELIQUESCE 
  Once per day per level, you can slip out of bonds and 
  grapples.  
  Prerequisites: Kvol 
  Benefit:  Once per day per character level, as a 
  swift action, you can automatically escape a grapple or 
  free yourself from all bonds or shackles. 
   
  PRESENCE OF MIND 
  You have learned how to retain your mind even after 
  your body has dissipated. 
  Prerequisite: Kvol, Unleash the Swarm feat. 
  Benefit:  You retain control over the school of 
  squid when your Immortal Swarm racial ability is 
  active, effectively allowing the swarm to benefit from 
  your Intelligence, Wisdom, and Charisma scores, as 
  well as retaining all skills that rely on those ability 
  scores. All other statistics of the school of squid remain 
  the same, however, and you do not have access to any 
  of your class abilities.  
   
  RE-KNIT 
  You can reform from your school of squid much faster.  
  Prerequisite: Kvol, Presence of Mind feat 
  Benefit:  Once per hour, you can force the school of 
  squid to reform into your kvol form as a full-round 
  action. Doing so, however, leaves you at only 1 hit 
  point when you revert to kvol form. 
  Normal: Even with the Presence of Mind feat, the 
  kvol cannot force the school to re-knit its body before 8 
  hours of uninterrupted rest.  
   
  SEE MORE EVIL 
  You can detect evil more often. 
  Prerequisite: Kvol, Wis 15. 
  Benefit:  Your detect evil racial trait can be 
  activated a number of times per day equal to your 
  Wisdom modifier. 
   
  SLIPPERY 
  You are particularly hard to hold onto. 
  Prerequisite: Kvol 
  Benefit:  You gain a +4 racial bonus on all Escape 
  Artist checks to slip free of bonds and squeeze into 
  tight spaces, and you can squeeze through spaces as 
  though you were one size category smaller than your 
  your actual size. 
   
  UNLEASH THE SWARM 
  You can release the school of squid from your body to 
  escape a desperate situation. 
  Prerequisite: Kvol, 3rd  level 
  Benefit:  You can activate your Immortal Swarm 
  racial ability before being reduced to zero hit points. A 
  swarm released in this way has 3d8+3 hit points or hit 
  points equal to your Constitution score (whichever is 
  higher).  The school of squid still behaves as if you 
  were reduced to zero hit points; it will attempt to flee, 
  is no longer under your control, and will not 
  reincorporate back into a kvol until after 8 hours of 
  uninterrupted rest.  
   
  VILE VENDETTA 
  Your attacks are fuelled with icy vengeance. 
       Prerequisites: Kvol. 
       Benefit: Once per hour, You may choose one 
  creature that successfully attacked you within the last 
  6 rounds as a free action. You gain a +2 enhancement 
  bonus to attack and damage rolls against that specific 
  creature for up to one hour. 
  
   
   
   
   
   
  9 
  Deep-sea Doomsday Artifacts 
       Occasionally a dark demiplane will return a terrible 
  artifact back to this realm, trusted to the care of dozens 
  of kvols. Some kvols often devote their lives towards 
  keeping these artifacts out of the hands of evil. 
  Featured below are examples of 4 such major artifacts.  
   
  AMULET OF ZI  
  Aura strong evocation; strong evil; CL 18th 
  Slot neck; Buoyancy — 
  DESCRIPTION 
      This gold amulet features a ring of arcane 
  runes around a demonic octopus. The eyes of the 
  octopus, as well as the runes glow red and 
  appear to be very hot, though do not cause burns 
  unless worn by non-evil arcane spellcasters.  
      Once per round as a spell-like ability, an evil 
  arcane spellcaster wearing this item can cast any 
  sorcerer/wizard spell with the word “boiling” in 
  its name, as long as one of the intended targets of 
  this spell is a good-aligned arcane spellcaster. 
  The wielder of the Amulet must be evil, and if 
  she is not exceptionally profane in the opinion of 
  the amulet, the target gains a +5 luck bonus to 
  any save versus this spell.  
       If a neutral (LN, N, CN) arcane spellcaster 
  wears the Amulet of Zi, she takes 6d6 points of 
  steam damage per round of contact. If a good 
  arcane spellcaster touches the Amulet, she takes 
  8d6 points of steam damage per round of 
  contact. All other characters are unaffected by 
  the amulet. 
  DESTRUCTION 
   
    The Amulet of Zi melts into  
  a worthless lump if a good- 
  aligned cryomancer  
  willingly tries to  
  wear the amulet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MEGALODON TOOTH DAGGER 
  Aura strong conjuration, transmutation, and 
  necromancy; CL 25th 
  Slot weapon; Buoyancy: -1 bu. 
  DESCRIPTION 
         This dagger is intricately carved from the tooth of 
  an ancient megladon shark. Its blade is etched with 
  eldritch runes that waver and shift with the thoughts 
  of its wielder. It is a +5 unholy vicious wounding 
  dagger. The current owner of the Dagger gains a +10 
  bonus on Bluff and Stealth skill checks.  Once per day, 
  the owner can use destruction as a spell-like ability 
  (Fortitude, DC 30). Once per week, the owner can 
  summon 1d3 piscodaemons, as summon sea monster 
  IX; duration 25 rounds. The Megalodon Tooth Dagger 
  communicates telepathically to its bearer. It starts 
  with messages of how the world needs to return to a 
  more primeval state, pointing out all the injustices 
  and atrocities of the world. It then begins telling of  
             rich rewards in the afterlife for bringing an end  
                to it all. However, this does not stop with    
                atrocities. Eventually the Dagger demands  
                 blood and destruction of everything. If the  
                   bearer does not comply, the next use of the  
                    destruction ability will backfire and  
                      consume the Dagger’s owner. 
   
  DESTRUCTION 
                      The Megalodon Tooth Dagger disintegrates if  
                   plunged into the heart of a living megalodon  
                 shark  that has killed at least a dozen innocent  
                 people. 
   
   
  
   
   
   
   
   
   
   
  10 
  PLUVOKIAN SKULL  
  Aura strong conjuration, evocation, and illusion;  
     CL 20th 
  Slot none; Buoyancy: 5 bu.  
  DESCRIPTION 
         This merfolk skull appears to be carved from 
  ever-ice and glows with a pale blue radiance. 
  The current owner of the Skull gains darkvision 
  up to 60 feet and blindsense up to 30 feet.  When 
  in low-light or darkness, the owner gains a +10 
  bonus to Stealth checks, a +4 bonus to AC, and a 
  +2 bonus to hit. In sunlight, this becomes a -4 
  penalty to AC, and a -2 penalty to hit. The owner 
  can use the following spell-like abilities as a 
  standard action (DC 25): ink (1/round), murk 
  (1/hour), darkness (5/day), deeper darkness 
  (3/day), and icy sphere (1/day). The Pluvokian 
  Skull speaks in telepathic whispers to its owner. 
  It encourages the owner to shun the daylight 
  zone, and preaches that true power resides in the 
  deepest depths of the ocean. The Skull slowly 
  perverts its owner to believe that the sun is 
  actually an enemy, and the world would be 
  better off plunged into a new ice age. If the 
  bearer is resistant, the Skull will incessantly plea 
  to be passed on to someone who better 
  understands the plight of the deeper depths. 
  DESTRUCTION 
       The Pluvokian Skull melts into water after 
  being exposed to direct and true sunlight for 7 
  days and 7 nights. If so much as a shadow falls 
  across the skull, the attempt fails. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCEPTRE OF JALORNA 
  Aura strong conjuration & evocation; CL 20th 
  Slot none; Buoyancy 4 bu. 
  DESCRIPTION 
      This golden scepter features a trident-like fork at one 
  end and a crystal spear at the other, both glowing with a 
  strange violet light. The Sceptre will try to coerce its 
  owner towards preaching the ways of evil, perhaps even 
  starting a cult. If the owner is not loquacious enough 
  about eschewing the ways of good, the rod will turns its 
  powers against its owner at the worst possible moment. 
       The Sceptre of Jalorna acts as a +4 sonic burst spell 
  storing short trident, but its spell storing capabilities can 
  store only spells with the sonic descriptor. While carried 
  in one hand, the rod grants its wielder immunity to sonic 
  attacks. The rod’s other powers are as follows. 
       Divine Roar: Up to three times per day as a swift 
  action, the wielder can emit an ear-splitting roar. This 
  functions as shout spell, save that the damage dealt is half 
  sonic and half from divine power. 
       Summon Sound Elemental: Once per day as a 
  standard action, the wielder can summon an elder sound 
  elemental, 1d3 greater sound elementals, or 1d4+1 huge 
  sound  elementals. This functions as per summon sea 
  monster VIII, except that it requires a standard action 
  instead of a full round. 
       Sound of Death: Once per day, the wielder can emit a 
  terrible, soul-chilling sound. This functions as a wail of the 
  banshee, save that it does not target or affect evil 
  creatures. 
  DESTRUCTION 
       The Sceptre of Jalorna explodes if left in absolute silence 
  for 3 days. The catch is that this silence must be 
  witnessed by at least two people who are sworn enemies 
  of opposite alignments during the entire time. 
  
   
   
   
   
   
  11 
  Prestige Class: The Depthseekers 
  "No ocean too deep, no trench too dark, we will drown out all 
  evil.” 
   
  Kvols are a bane to evil; drawn to it like moths 
  to a flame. Depthseekers are no exception. The 
  life of a depthseeker revolves around seeking out 
  and destroying evil in its lair. They have no fear; 
  this is their purpose. Even when the odds seem 
  stacked against them, they persevere. Many have 
  tried to dissuade a depthseeker from their quest, 
  but they are undaunted. They simply believe that 
  supernatural evil must be eliminated, no matter 
  the risk or cost. 
  Depthseekers are well-suited to monstrous 
  environments, for that is where they dwell. If a 
  creature is much more powerful than they are, 
  they rise to the occasion. At 10th level, even utter 
  failure holds one last surprise.  
  Role: Depthseekers prefer to be in the front 
  lines of battle. They use melee prowess to cut 
  down as many opponents as they can. They will 
  often choose the largest and most dangerous foe 
  to attack first. Depthseekers are often barbarians, 
  fighters, or mariners.  
  Alignment: Depthseekers are never evil. Their 
  pragmatic approach to destroying fiends, 
  however, often precludes them from good 
  alignments as well. They have no regard for any 
  law that prevents them from their mission, and, 
  consequentially, are seldom lawful. Most 
  depthseekers are chaotic neutral, as they find 
  such a philosophical outlook to be most 
  congruent with their goals. 
  Hit Die: d12. 
   
  REQUIREMENTS 
  To qualify to become a depthseeker, a 
  character must fulfill all of the following criteria. 
   
  Race: Kvol. 
   
  Base Attack Bonus: +7. 
          Skills: Survival 5 ranks. 
          Feats: Dodge, Endurance, See More Evil. 
  CLASS SKILLS 
  The depthseeker’s class skills (and the key 
  ability for each skill) are Acrobatics (Dex), Climb 
  (Str), Escape Artist (Dex), Heal (Wis), Intimidate 
  (Cha), Perception (Wis),  Sense Motive (Wis), and 
  Survival (Wis). 
  Skill Ranks at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the 
  depthseeker prestige class. 
   
  Weapon and Armor Proficiency: 
  Depthseekers are proficient with all simple and 
  martial weapon, and all armor and shields.  
  Raging Malice (Ex): At 1st level, when in a 
  square adjacent to a foe with a Challenge Rating 
  equal to or greater than their level, a depthseeker 
  may activate raging malice. While this ability is in 
  effect, they gain a +2 bonus to hit and damage 
  rolls, 3 temporary hit points per level of the 
  depthseeker class, a +2 resistance bonus to all 
  saves, and a +5 dodge bonus to AC. They may 
  activate this ability once per day at first level, and 
  one more time per day every odd level thereafter 
  (3rd, 5th, 7th , and 9th level). If the depthseeker 
  attempts to activate the ability in a square that 
  does not meet the prerequisite for this power, the 
  attempt fails, but does not count towards the 
  limit per day. If at the end of their turn they are 
  no longer in a square adjacent to the foe that they 
  activated this ability with, the effect ends, the 
  temporary hit points vanish, and the depthseeker 
  is sickened for the same number of rounds that 
  the raging malice was in effect. Reactivating 
  Raging Malice temporarily staves off this 
  sickness, but the duration of the sickness 
  remaining is added on when the effect ends.  
  See Evil Fast (Su): At 1st level, when 
  activating their racial detect evil spell-like ability, 
  they may immediately benefit from three rounds 
  of observation in just one round. Furthermore, 
  they are not subject to being stunned from 
  detecting overwhelming evil. 
  
   
   
   
   
   
   
   
  12 
   
       Reckless Spite (Ex): At 2nd level, when making a 
  charge attack the depthseeker gains a +2 dodge bonus 
  to Armor Class. If the  depthseeker has the Lunge feat, 
  he also gains a +2 dodge bonus to Armor Class when 
  extending their reach. 
       Fear Nothing (Ex): Also at 2nd level, the 
  depthseeker learns how to ignore the effects of fear. If 
  panicked or frightened, the depthseeker is instead 
  shaken. A depthseeker cannot be shaken otherwise. 
       Damage Reduction (Ex): Starting at 4th level,  
  depthseekers can ignore some of the damage being 
  dealt to them. Subtract 1 point from the damage the 
  depthseekers take each time they take 
  damage. This damage reduction 
  increases by 2 points 
  every even level thereafter 
  (6th, 8th, and 10th). 
      Blood of our Blood (Su): At 
  5th level, depthseekers learn 
  to use their internal school of 
  squid to their advantage. As a 
  standard action that does not 
  provoke an attack of 
  opportunity, depthseekers may 
  unleash a single school of squid 
  into an adjacent square that 
  unerringly follows the 
  depthseekers’ telepathic 
  commands (up to 200 ft.). Upon 
  doing so, depthseekers sacrifice 
  a number of hit  points, equal to 
  or greater than 8 hit points, that 
  will not bring  a depthseeker to 
  under 5 hit points. These hit 
  points become the school of 
  squid’s hit point pool. As a move-
  equivalent action, depthseekers 
  may reabsorb an adjacent school 
  of squid that they created in this 
  fashion, thus reclaiming the 
  school’s current hit point total into  
   
  their own (perhaps even creating a temporary pool of 
  hit points above their maximum if they were recently 
  healed). Depthseekers may do this multiple times, 
  creating multiple schools of squids, so long as they 
  have the hit points to sacrifice. Sacrificed hit points can 
  be healed normally. Schools of squid created in this 
  way perish after 2 rounds per level of the depthseeker 
  class, and should be reabsorbed before expiring. 
      Rage Refocus (Ex): At 8th level, depthseekers may 
  continue to benefit from Raging Malice if they end 
  their turn adjacent to a different enemy’s square than 
  the enemy that they activated their power next to. The 
  new enemy must still have a Challenge 
  Rating equal to or greater than their level, 
  or the effect ends. 
       Last Resort (Su): At 10th level, 
  when the depthseeker witnesses an 
  event that will undoubtly plunge an 
  otherwise neutral or good aligned 
  world towards evil, the 
  depthseeker may activate this 
  ability. If the Gamemaster agrees 
  that there is no other way to 
  prevent this catastrophe, the 
  immediate 3 square mile radius, 
  including the depthseeker and 
  all beings and objects in this area, is 
  transported to an inescapable 
  demiplane where they remain for 
  no less than 1,000 years. Nothing 
  is immune to this effect, not even 
  artifacts. As this is a potentially 
  campaign-ending power, the 
  Gamemaster may adjudicate when 
  this power may be used, or if it can be 
  used at all. The Gamemaster may 
  optionally increase or decrease the area 
  of effect as needed. The Gamemaster may 
  provide some means of escape for any good or 
  neutral aligned non-kvol who become trapped 
  on the resulting demiplane at his discretion. 
  Level 
  Base 
  Attack Bonus 
  Fortitude 
  Save 
  Reflex 
  Save 
  Will  
  Save 
  Special 
  1st 
  +0 
  +1 
  +1 
  +0 
  Raging Malice (1/day), See Evil Fast 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Reckless Spite, Fear Nothing 
  3rd 
  +2 
  +2 
  +2 
  +1 
  Raging Malice (2/day) 
  4th 
  +3 
  +2 
  +2 
  +1 
  Damage Reduction 1/— 
  5th 
  +3 
  +3 
  +3 
  +2 
  Raging Malice (3/day), Blood of our Blood 
  6th 
  +4 
  +3 
  +3 
  +2 
  Damage Reduction 3/— 
  7th 
  +5 
  +4 
  +4 
  +2 
  Raging Malice (4/day) 
  8th 
  +6 
  +4 
  +4 
  +3 
  Damage Reduction 5/—, Rage Refocus 
  9th 
  +6 
  +5 
  +5 
  +3 
  Raging Malice (5/day) 
  10th 
  +7 
  +5 
  +5 
  +3 
  Damage Reduction 7/—, Last Resort 
  
   
   
   
   
   
  13 
  Kvol 
  At first what appears to be a luminescent merfolk, turns out to be 
  something much more unusual at closer inspection. The creature before you 
  is merely a translucent shell in the silhouetted shape of a merfolk, and 
  within that visage are hundreds of miniscule squid that seem to be 
  controlling it—even aiding it in brandishing a spear! 
   
  KVOL 
  XP 200   
  Kvol rogue 1 
  CG Medium outsider (aquatic, native) 
  Init +3; Senses darkvison 60 ft., low-light vision,  
        Perception +5 
  Racial Buoyancy: 0  Depth Tolerance: Immune to     
       Pressure 
  DEFENSE 
  AC 13, touch 13, flat-footed 10 (+3 Dex) 
  hp 10 (1d8+2) 
  Fort +2, Ref +5, Will +1 
  Swarm-like Immunities:  Not subject to critical hits, staggered 
  condition, or flanking.  
  Swarm-like Weakness: Takes 50% more damage from spells or 
  effects that affect  an area. 
  OFFENSE 
  Speed 5 ft., Swim 50ft. 
   
  Melee spear +3 (1d8+2/�3) 
  Special Attacks Sneak attack +1d6 
  Spell-like Abilities(CL 1st)  
       1/day—detect evil 
   
  STATISTICS 
  Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6 
  Base Atk +0; CMB 2, CMD 15 
  Feats Weapon Finesse 
  Languages Dagonite, Abyssal, Infernal 
  SQ   Bioluminescent, Luminescent ink, immortal  
        swarm, trapfinding 
  Skills Acrobatics +8, Bluff +4, Disable Device +6,  
         Escape Artist  +8, Intimidate +2,  Perception +5,  
         Sense Motive +5, Sleight of Hand +6, Stealth +8;  
         Racial Modifiers +2 Acrobatics, +2 Escape Artist 
  ECOLOGY 
  Environment abyssal plains 
  Organization solitary, pair, or squad (4-8) 
  Treasure NPC gear (spear) 
  SPEACIAL ABILITIES 
  Bioluminescent (Ex): The kvol can (at-will) 
  can shed torch-equivalent light.  
  Luminescent Ink (Ex): A kvol may choose to 
  exude a cloud of luminescent ink once per 
  hour. The iridescent patch spreads out in a 
  10-foot-radius cloud that provides total 
  concealment and persists for 3d4 rounds.  
  Immortal Swarm (Su): A kvol reduced to 0 hit 
  points or below instantly transforms into a 
  school of squid that immediately releases 
  a luminescent ink cloud. The school of 
  squid is non-sentient (and thus should be 
  under control of the Game Master) and 
  has 14 hit points. It will take every 
  opportunity to flee rather than fight. After 
  eight, uninterrupted hours of rest and   
            feeding, the school will re-knit its mucus   
                 hide and the kvol is reborn with 1 hp.   
  Kvraken 
  A huge luminescent blue squid eyes you from the deep. 
  From the glint in its eye, you can tell that this is no 
  ordinary animal.  
   
  KVRAKEN 
  CR 10 
   
  XP 9,600    
  N Huge outsider (aquatic) 
  Init +5; Senses darkvision 60 ft., scent; Perception +16 
  Racial Buoyancy: -60;  Depth Tolerance: Immune to Pressure 
  DEFENSE 
  AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size) 
  hp 150 (12d10+84) 
  Fort +15, Ref +11, Will +7 
  Defensive Ability ink cloud (20-ft. radius). 
  DR 10/evil 
  OFFENSE 
  Speed 20 ft., Swim 120 ft. 
  Melee bite +19 (2d6+9),  2 arms +19 (1d6+9 ), tentacles +17    
       (4d6+5/19-20 plus grab) 
  Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles) 
  Special Attacks constrict (4d6+14), dismantle armor 
  Spell-like Abilities(CL 12th)  
       At will—detect evil (Kvraken attack evil on sight, ignore others) 
  STATISTICS 
  Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13 
  Base Atk +12; CMB +23; CMD 34 (46 vs. trip) 
  Feats Cleave, Improved Critical (tentacles), Improved Initiative, Iron   
       Will, Lightning Reflexes, Power Attack 
  Skills Acrobatics +16, Climb +32, Perception +16, Sense Motive +16,  
       Stealth +8, Survival +16 
  Languages Dagonite (cannot speak); telepathy 100 ft 
  ECOLOGY 
   
  Environment abyssal plains 
  Organization solitary 
   
  Treasure incidental 
   
  SPECIAL ABILITIES 
   
  Dismantle Armor (Ex) If a kvraken hits a 
  foe with both arm attacks, it can 
  attempt to peel away the target’s    
              armor and shield as a free action  
               by making a CMB check. If the  
               kvraken is successful, the target’s      
                  armor and shield are torn from  
                            his body and dismantled,  
                                 falling to the ground.  
                                 Armor subjected to this  
                                   attack loses half its hit  
                                   points and gains the  
                                  broken condition if the  
                                 target fails a DC 25  
                               Reflex save. The save DC  
                             is Strength-based. 
                               Luminescence (Ex): A  
                                  kvraken’s glowing  
                                  glands provide light in  
                                    a 30-foot radius. A  
                                dead kvraken’s  
                                luminescent glands  
                              continue to glow for 1d6  
                              days after its death.                 
   
   
  CR  1/2 
  
   
   
   
   
   
   
   
  14 
  Kvols in Your Game 
  In a world where oculi and obitu can be accepted 
  as a player race, the kvols may fit in very well. In 
  many ways, they appear much less threatening than 
  the average echinn or karkanak. However, playing a 
  race that is made up of thousands of miniscule squid 
  can provide some very interesting challenges. When 
  the character is knocked into unconsciousness, his 
  teammates may end up chasing down a school of 
  frightened squid, potentially for days. If the squid 
  swarm gets away, the character may end up in 
  interesting predicaments.  
  The kvol’s strange composition can also be a great 
  advantage. Since a frightened swarm can evade most 
  attacks and slip into places most creatures cannot 
  reach, the kvol, aside from its agelessness, garners 
  another sort of immortality. As long as its tiny squids 
  can run and hide, the kvol can live to fight another 
  day. 
  Despite their ancient origins, kvols in this text are 
  presented as a fairly fresh race to the world.  They are 
  rarely encountered and cannot reproduce naturally. A 
  new batch may have entered your world eons after the 
  last batch. Therefore 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. The kvols could 
  easily be a goodly race that has fled from an evil outer 
  plane, invading your world in droves in search of 
  sanctuary. Or perhaps the kvols are natural creatures; 
  a species of natural squid infused with diabolical 
  blood. The kvols may also be from another reality; a 
  reality in which evil has triumphed and the only 
  goodly survivors are these strange squid-collectives. 
  Whatever the case, a kvol will make a welcome 
  addition to any underwater game as the most unusual 
  character in the group, an unusual option for a player 
  seeking something entirely different, a challenge for 
  the player who likes to play everything or even a fun 
  alternative for those who want to see the world from 
  different angles.  
  OPEN GAME LICENSE Version 1.0a 
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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 
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  give rules for playing new and unusual  
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  & more! Races were designed to fit into 
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  CELADON SHORES). With versatile and 
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  world. Whether you are a GM looking  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Kvol.pdf