TEXT:  
   
   
   
   
  1 
  
   
   
   
   
   
   
   
  2 
   
   
   
  REMARKABLE RACES SUBMERGED 
  THE CHRYSOPSARO (AQUATIC NUMISTIAN) 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
   
  Interior Illustrators 
  Janina Wilhart 
  Justin Varu 
  Tonya Jennings 
  Tim Adams 
   
   
  Cover Artist 
   Janina Wilhart 
   
   
   
  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-RRS08: 
   
  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. 
  Mahrog, Mrawgh & 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. 
   
  
   
   
   
   
   
  3 
   
   
   
   
   
   
   
    
   
   
   
   
  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Chrysopsaro 
  
   
   
   
   
   
   
   
  4 
   
  “You are charged with the violation of Alien 
  Immigration law 342A, Section C: Bringing in over 
  three dozen alien immigrants from an undocumented 
  extraplanar realm or dimension. Have you not 
  learned the lessons of the Vemnu or the Brillax and 
  the calamities that ensued? How do you plead?” The 
  stern nommo judge peered down from his pulpit  
  expecting an answer. 
   
  “First, your honor,” a rather eccentrically 
  dressed sea elf responded, “may I describe a bit 
  where they come from? It may help explain why they 
  are here.” 
   
  “We will allow it.” The judge said, speaking for 
  the court. 
   
  “Money has long been the desire of mortals.” 
  The Delatari explorer began. “Even before the first 
  gold coins clanked around in protected purses, this 
  blood of commerce was deeply coveted. In the mists 
  of creation, the sea of mortals was mirrored in the 
  astral worlds. A man’s vices were reflected in the 
  Hells; his virtues in the Heavens. Man’s love of 
  wealth and buying, however, manifested in a more 
  clandestine form. Thus was the origin of Mnol, the 
  Demiplane of Commerce.” 
   
  “This Mnol, as you say, is it not a drylander’s 
  realm? How come you by these coinfishes?”  The 
  large judge interrupted. 
   
  Undaunted, the flippered elf continued. “Yes, 
  your honor, I am getting to that.” Collecting his 
  confidence, he took a deep breath and continued. 
  “Known more commonly to its visitors as the 
  Mystic Marketplace, it was long a secluded realm 
  accessible to the privileged few. Only the wealthiest 
  astral beings knew of its existence. Anything and 
  everything can be found for sale here. Cities are 
  divided up by what is sold. In the city of Ring, for 
  example, rings of all varieties are sold. With 
  patience, travel, and enough money one could 
  virtually buy their heart’s desire in Mnol. And that 
  is what brought me there.” 
   
  The judge seemed to be growing impatient as he 
  wriggled behind his podium, though he remained 
  silent. 
   
  “That is what brought me there…” the 
  adventurer repeated, “but what brought me to the 
  Sea of Debts was what happened after. You see, I 
  quickly ran out of funds buying my heart’s desires 
  and accrued quite a bit of debt. Many threats came 
  upon me, and one that came up more often than not 
  was that I were to ‘go sleep with the fishes.’ Now, of 
  course, I took this as a rather ironic euphemism  for 
  murder, considering that I am aquatic and not prone 
  to demise by drowning, but they meant something 
  far more literal as I soon found out.” 
   
  The judge, growing tired of the elf’s long-
  winded account, blurted out a stern warning “This 
  better be going somewhere, Mr. Stau, we won’t have 
  you wasting the court’s time with nonsense.” 
   
  “I assure you, your honor, I am staying on 
  point,” The sea elf known as Stau confided. “Not 
  long after losing my shirt, I was accosted by two 
  rather burly creatures, who bound me with lead 
  chains and tossed me into a rather impossibly deep 
  hole. I fell for what seemed like an unnaturally long 
  time at an equally unnaturally slow speed and 
  landed with a splash in rather disgusting sewer 
  water. It was there I met the first coinfish, or 
  chrysopsaro as they prefer to be called. He led me 
  underneath the sewers to an entirely new sea. 
  Though upside down and a bit polluted, it was a 
  wonder to behold. And there I stayed and worked off 
  my debts. They were all rather curious of where I 
  came from, and I told quite a few of the Cerulean 
  Seas. They were beside themselves with 
  inquisitiveness. I even made quite some coin just 
  selling sagery of our world. It was one of the few 
  commodities I had left.” 
   
  “So you admit, Mr. Stau, that you sold passage 
  to our world to hundreds of gold-eating aliens 
  simply to save your own hide?” The judge gazed 
  down accusingly. 
   
  A bit shaken, the plane-addled elf went on. 
  “No…your honor…it is simply the nature of the Sea 
  of Debts. As much as the surface of Mnol is about the 
  brighter sides of money− trade, riches, fame, and 
  laws to protect it all, the upside-down sea is the 
  murky-side of it all− debt, poverty, thievery and 
  manipulating the laws that keep the wealthy rich 
  and the poor impoverished. I had unwittingly 
  stumbled on a realm trapped in an aquatic prison. 
  The world of money, to them, was the drylanders 
  world. But I showed them hope. I told tales of a 
  purely aquatic, and largely free world, one that, for 
  them, represented unlimited potential. But I never 
  told them how to get here, only that it existed. Their 
  greed led them here, not me. I am innocent.” 
   
       −From the trial of Stau the Planeswalker, 
  regarding the sudden appearance of the 
  Chrysopsaros.  
   
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:    Chrysopsaro (also 
  known as coinfish, or simply “krysops”) 
  superficially resemble goldfish, although few 
  from the Cerulean Seas region would make that 
  connection as goldfish are both freshwater 
  creatures and originate from the Celadon Shores 
  region. Regardless, the chrysopsaro’s round 
  bodies and flowing fins are a dead-ringer for 
  these decorative carp-offshoots. Some notable 
  differences, however, easily distinguish this race 
  from normal animal to extraplanar entity. 
  First of all, the chrysopsaro has rather 
  significant arms extending from where the fish’s 
  pectoral fins would normally be. These scaly 
  appendages are remarkably humanoid, often 
  quite muscular, and terminate in stubby, five-
  fingered hands. Next, this race is on the stocky-
  side of Medium-sized, averaging about 4-feet 
  long. Another distinguishing feature of the 
  chrysopsaro is their three, emerald green eyes− 
  two in their normal position and one, slightly 
  smaller than their other two in the center of its 
  head. Lastly, their scales appear to be made up of 
  gold coins. Though merely gold-plated porous 
  bronze replicas, this is no less bizarre and 
  noteworthy. 
  Females are a bit larger and rounder than 
  males, though have few external features that 
  mark any other differences. Chrysopsaro often 
  dress in a traditional vest with a narrow midriff, 
  known to them as a herkin, which are often made 
  of expensive aquatic silks with gold trim.  
  Krysops are also fond of jewelry, especially gold 
  rings and bracelets. 
       ECOLOGY & SOCIETY: Biologically, the 
  chrysopsaro is a complete alien. First, they have 
  no organs; they are basically a coin-scaled husk 
  filled with glittery sand, pearlesque spheres, and 
  metallic tubes that work as a skeleton. An injured 
  chrysopsaro actually bleeds sand and sheds coins. 
  Chrysopsaros have no sense of taste, and do not 
  eat food. Instead, they ingest chunks of metal 
  (including gold coins), sea shells, pearls, and small 
  rocks (including gemstones). In some unknowable 
  way, these objects act as nourishment and are 
  eventually absorbed by the chrysopsaro’s body. In 
  a sitting, they eat as much material as the cost of a 
  typical meal for a humanoid of the same size.  
                 Of course, they can eat more if they desire. 
       Despite their lack of taste, chrysopsaros can still 
  smell things and can sniff out precious metals. 
  They can generally tell what sort of metal is 
  nearby and in what quantity. Their two normal 
  eyes are very close to a merfolk’s in acuity, though 
  many suffer from nearsightedness. This is 
  compensated by the third eye which is highly 
  sensitive, has low-light vision, and provides the 
  chrysopsaro with its detect coins racial trait.  
       Reproduction for the chrysopsaro follows no 
  known biological precedent, and is somehow 
  initiated when the male and female collect their 
  assets and treasure together in the same room. The 
  female then gorges herself on some of the treasure, 
  and an egg that looks remarkably like a 1-foot 
  diameter golden orb is laid about 6 months later. 
  About 3 months afterwards, a tiny-sized 
  chrysopsaro baby hatches. 
        Growth is dependent on how much gold the 
  child eats. The child reaches adult size when it 
  consumes at least one thousand gold pieces in 
  gold. Emotionally and mentally, chrysopsaros 
  mature similarly to seafolk.  Krysops also have a 
  lifespan similar to seafolk, though they remain 
  vibrant and healthy most of their lives. Towards 
  the end of their lifespan, they begin to shed coin 
  scales. It is subtle at first, starting with only a few 
  coins a day. Chrysopsaros have even been known 
  to hide this disorder for months. Eventually, the 
  condition worsens and the coinfish succumbs to 
  death from old age. 
        To a chrysopsaro, money is life. They live for 
  the clatter of coins, the thrill of the deal, and the 
  pride of being wealthy. Each chrysopsaro goes 
  about his own quest in his own way. Unlike their 
  drylander cousins, the numistians, chrysopsaro 
  tend towards “seedier” means to obtain money. 
  Gambling and roguery are common livelihoods. 
  Others seek riches through treasure hunting or 
  pirating. Some chrysoparos may even hone one 
  particular skill to perfection and use it to make 
  their livelihood, usually providing some form of 
  entertainment. 
        Whatever the means, chrysopsaros are all 
  about money. They have little time for romance, 
  find entertainment to be more of a commodity 
  than a pleasure, and generally shun any emotional 
  endeavors that will not give them some sort of 
  gain. Still, they know the intricacies of charm, the 
  
   
   
   
   
   
   
   
  6 
  flair of personality, and the power of good 
  humor—as all are needed to be successful in the 
  world of commerce. Cold-hearted as their true 
  nature may be, a krysop’s demeanor is full of 
  friendliness and flattery. Unfortunately, loyalty, 
  honor, and amity may easily go to the highest 
  bidder. 
  RELATIONS TO OTHER RACES: Chrysopsaro 
  study the art of negotiation from birth and know 
  how to work well with most races without 
  conflict. When conflict arises, usually out of 
  greed, they do not hesitate to defend their 
  belongings. While it is well-known that a 
  chrysopsaro seems to exist solely to collect 
  treasure, nearly all aquatic races still deal with 
  them, especially when a deal needs to be made, 
  or a particularly rare item might need to be 
  procured. 
  Only one aquatic race is known to avoid the 
  chrysopsaros at all costs, and that is the crystolix 
  of Isinblare. Perhaps the parsimonious nature of 
  these two races precludes their cooperation with 
  one another. Some speculate, however, that the 
  feud goes back further and that the icy crystolix 
  may have special ties to the Sea of Debts or the 
  Demiplane of Commerce.  
  ALIGNMENT & RELIGION:  Due to the 
  pervasive influence of the Demiplane of 
  Commerce, the overwhelming majority of 
  chrysopsaros are lawful, though those of evil and 
  neutral alignments are mixed evenly, with a 
  smattering of good aligned individuals making 
  up the minority. A chaotically aligned coinfish is 
  typically a ruthless pirate that even his 
  fellow kinsmen would scarcely deal 
  with. 
   
   
   
  Though most chrsyopsaros are non-religious, 
  this will not stop some particularly charlatanical 
  individuals from taking up the mantle of 
  evangelist. To these sometimes nefarious 
  preachers, the religion itself matters less than the 
  money it can raise.   
       ADVENTURERS:  Despite being a rather clumsy 
  and lawful race, krysops seem to prefer the lot of 
  the rogue. What they lack in dexterity, they make 
  up for in cleverness and charm. While not the 
  traditionally nimble thief, they are quite successful 
  scoundrels and swindlers. Their lawfulness is 
  mitigated with the many loopholes one can find in 
  complex regulations, and the fact that law may not 
  exist in certain realms. A coinfish always knows 
  how to bend a rule without breaking it. 
        Of course, brute force does appeal to some 
  krysops. Fighters often take up the role of goon, 
  using intimidation or force to collect debts.  Still 
  other coinfish turn to the arcane arts, searching for 
  a “get rich quick” spell, either directly, or by 
  putting on a spectacular show. Clerics and 
  paladins are rare, usually the result of an 
  evangelist that eventually started believing in his 
  cause, rather than just the money it raises.       
        MALE NAMES: Auran, Argent, Cash, Cupro, 
  Curren, Darragh, Deynar, Golden, Merko, 
  Odwulf, Orro, Otho, Prospero, Quarto, Rich, 
  Theomund, Udolf, Wellington, Welth, Yen 
  FEMALE NAMES: Ada, Aurana, Argenta, Casha, 
  Dolla, Darlelle, Edris, Goldie, Merka, Neda, 
  Odella, Pay, Penny, Prospera, Salla, Silves, Tresha, 
  Thriva, Udela, Victa  
   
  
   
   
   
   
   
  7 
  Chrysopsaro Racial Traits 
    +2 Wisdom, +2 Charisma, -2 Dexterity:  While both clever and charming, the chrysopsaro also lacks 
  dexterity due to its unusual bulky shape.  
  Racial Buoyancy: -25B, Depth Tolerance: 5,000 ft. 
  Medium:  Chrysopsaros are Medium-sized creatures with no bonuses or penalties due to size. 
  Slow Swim Speed: Chrysopsaros have a base swim speed of 30 feet. 
  Low-Light Vision:  Chrysopsaros can see twice as far as seafolk in conditions of dim light. 
  Gills: Chrysopsaros can breathe underwater indefinitely through gills in their neck.  
  Seawalker:  Chrysopsaros were never meant to move on land. They do so at a movement rate of 5 ft.  
  Coin Scales:  Chrysopsaros have a +4 natural armor bonus to Armor Class. 
  Detect Coins: Metallic money shines like a candle to a chrysopsaro’s  eyesight. They gain a +4 racial 
  bonus to Perception skill checks to notice coins.  In addition, chrysopsaros can see coins in 
  darkness and through any material that is less than one inch thick. 
  Money is Life:  As a standard action, a chrysopsaro may consume up to 200 gold pieces (or 
  equivalently priced chunks of gold) to cure 1d8+ the chrysopsaro’s Wisdom modifier in hit points 
  per 50 gp consumed. Gold pieces must be consumed in 50 gp increments, as lesser amounts are 
  consumed with no effect. Alternatively, the chrysopsaro may consume up to 100 pearl pieces (or 
  equivalently priced gems) in the same way, curing 10 hit points per character level of the 
  chrysopsaro for every 25 pp consumed.  Pearl pieces must be ingested in 25 pp increments. Excess 
  coins or gems are digested normally.  
  Greed: Chrysopsaros gain a +2 racial bonus on Appraise checks made to determine the price of non-
  magical goods that contain precious metals or gemstones. 
  Poison Resistance: Chrysopsaros gain a racial bonus on saving throws against poison effects equal to 
  their Hit Dice.  
  Languages: Chrysopsaros begin play speaking Common.  Chrysopsaros  with  high Intelligence 
  scores can  choose any of the languages normally available to seafolk.  
   
    
   
  Chrysopsaro Vital Statistics 
   
  RANDOM STARTING AGE  
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  15 years 
  +1d4 
  +1d6 
  +2d6 
   
  RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  Male 
  3 ft. 7 in. 
  +1d12 inches 
  Female 
  3 ft. 8 in. 
  +2d6 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Max Age 
  65 years 
  70 yrs 
  75 years 
  + 1d% days 
   
   
   
  
   
   
   
   
   
   
   
  8 
  Chrysopsaro Scales 
       While the scales of a chrysopsaro are 
  normally a porous bronze metal that is merely 
  gold-plated, this does not mean that they do 
  not have value or use. For one, they can easily 
  pass as a real gold coin if not too closely 
  examined (DC 12 Perception skill check). 
  Many chrysopsaros have swindled unwary 
  merchants from distant realms with the coins 
  off their backs.  
      Second, the scale-coins generate resembling 
  coins of the realm that they grew in.  In 
  addition, chrysopsaro scales can last up to 25 
  years before they are shed and replaced. Since 
  this process is greatly staggered and affected 
  by both combat and health, someone can 
  closely examine the chrysopsaro’s scales and 
  tell where the subject has been, likely where he 
  suffered the most hardship, and even when he 
  visited certain areas (as many coins are also 
  minted with dates or other date-specific data). 
  Chrysopsaros will often stare at each other for 
  long periods when they meet, doing this very 
  thing. Some chrysopsaros will even un-scale 
  themselves to hide their history. In such cases, 
  the chysopsaro loses his natural AC, and it 
  can take 4-6 months for them to grow it back.  
   
  Racial Feats 
  The following feats are available to a chrysopsaro 
  character who meets the prerequisites. 
   
  BARGAIN 
  You have an instinctual knack for dealing with 
  money. 
  Prerequisites: Chrysopsaro, Wis 15. 
  Benefit: You may add your Wisdom modifier as a 
  competency bonus to Appraise and Diplomacy skill 
  checks. This stacks with your Greed racial trait. 
   
  BRIBE FATE 
  You may pay money to avoid failing a saving throw. 
  Prerequisites: Chrysopsaro. 
  Benefit:  Once per day, when you fail a saving 
  throw, you may lose half your level in hit points 
  (minimun 1 point) to reroll that saving throw. This feat 
  is used as an immediate action after the first save is 
  attempted, but before  the results are revealed by the 
  GM.   You must take the second result, even if it is 
  worse. The hit point loss bypasses damage reduction. 
   
  GAMBLE FATE 
  You can avoid losing hit points when using Bribe Fate 
  feat, at a possible price. 
  Prerequisite: Chrysopsaro, Bribe Fate feat. 
  Benefit: You may use your bribe fate racial trait 
  without losing hit points. If you succeed at your 
  second saving throw, you immediately lose your level 
  in hit points.  
   
  GOLDEN EYE 
  Your eye is finely tuned to perceive objects made of 
  gold. 
  Prerequisite: Chrysopsaro. 
  Benefit: Your sense coins racial trait also applies to 
  all things made of gold metal. 
  Normal: Sense coins only helps to detect coins. 
   
  MONEY IS POWER 
  By consuming gold, you can become stronger, quicker, 
  or healthier. 
  Prerequisite: Chrysopsaro. 
  Benefit: As a standard action once per day, you 
  may consume 100 gold pieces to add a +4 
  enhancement bonus to either Strength, Constitution, 
  or Dexterity for 1 minute per character level. The 
  ability score that this feat affects is chosen at the time 
  of consumption. 
   
  PENNY SAVED 
  Your coin scales shed when injured, and become solid 
  gold. 
  Prerequisites: Chrysopsaro. 
  Benefit:  After activating your money is life racial 
  trait, the next time that you are damaged from an 
  attack, three gold pieces per hit point of damage from 
  this attack will drop into your square from your hide 
  (maximum 48 gold pieces). Subsequent attacks will 
  not release gold pieces. Scales lost in this way grow 
  back instantly. 
  
   
   
   
   
   
  9 
  The Sea of Debts 
  Mnol has many names. To the wealthy outsiders, it 
  is known as the Mystic Marketplace.  To the sages and 
  bookkeepers it is the Demiplane of Commerce. 
  Whatever the name, it is known for its fantastic 
  underground markets, and few have heard of its sea.  
  From the Astral Plane, Mnol appears as a small, 
  spiky, and inhospitable sphere. The entire surface is 
  rock, ice, and uninhabited. The drylander natives who 
  dwell immediately below the surface, known as the 
  numistians, charge a handsome fee for entry into their 
  subterranean markets.  
  The cavern markets, lit both magically and with 
  firelight, are busy at all hours. Night and day are 
  nonexistent in this realm. Colossal rows of caverns 
  make up a merchant city. Each city has its own 
  specialty, for which it is named. The city of Wand, for 
  example, sells primarily wands and wand accessories.   
  Mapping Mnol is nearly impossible, as a council of 
  elder numistians, who were recently nicknamed the 
  “economancers,” are constantly redesigning it for 
  “maximum economic potential.” A guide is required 
  to navigate the markets, and one is always 
  conveniently nearby to offer his services, at a 
  reasonable price, of course. 
    Underneath the markets, however, roughly two 
  miles from the surface, is an aquatic system of tunnels 
  known as the sewers. This is a very strange place 
  where gravity is very weak. Several wells poke 
  straight into this area from the markets above, and all 
  manner of trash is thrown into them on a regular 
  basis. The weak gravity causes orbs of trash and globs 
  of water to collide in an unending dance in the caverns 
  above the water line. 
  While this region is technically a sewer, the 
  material here is decidedly a bit different than those of 
  the sewers of other worlds. Since numistians don’t eat 
  food, their bodily excretions are mostly just dry sand.  
  As a result, the sewer region is filled less with 
  biological waste and more with industrial and urban 
  waste. The smell is still terrible from decaying 
  perishables, foul chemicals, and the occasional corpse. 
  Making one’s way below the floating garbage heap 
  through multiple winding tunnels another mile down 
  or so, will bring one straight into the Sea of Debts. 
     Unlike Mnol, the Sea of Debts is not given many 
  illustrious names. Newcomers often refer to it as the 
  “Upside-down Sea,” though that novelty wears off     
  quickly. In the Sea of Debts, gravity pulls towards the  
  sewers. Since buoyancy pulls in the opposite direction  
                of gravity, things “float” towards the center of  
  the world. It takes very little acclimation before down 
  becomes the rocky entrance to the sea, and up is the 
  hazy center. After a while it seems perfectly natural, 
  although water pressure is near sea level at the sea’s 
  entrance, and increases as one moves towards the 
  world’s center. 
     The Sea of Debts is saltwater, somewhat polluted, 
  and tinted yellow, though much of the coloration is 
  actually from auric chloride and other aqueous gold 
  compounds. There is so much gold dissolved in these 
  waters that many base metals will take on a thin 
  plating of pure gold after only a few hours. This is 
  superficial however, and wears off quickly when 
  removed from this alien sea. Contrary to what sages 
  may speculate, prolonged exposure to this region has 
  minimal impact on the health of water breathers, and 
  acclimation is more likely than illness. Still some 
  visitors suffer mild nausea and other sickness while 
  acclimating which can take several days. Air breathers, 
  however, will suffocate quickly here without magical 
  aid, as the Sea of Debts has almost no pockets of 
  breathable air. The water is curiously always 
  oxygenated however, though the means that this 
  comes to be is somewhat of a mystery. 
      The “ground level” of the Sea of Debts is mostly 
  uninhabitable and littered with refuse. Newcomers 
  will often be tempted to sift through the trash because 
  they will notice what looks like gold coins and 
  gemstones. The majority of the “coins” however are 
  just shed coin-scales of the chrysopsaros. Worse than 
  that, many of these coin-scales have been claimed by 
  ornery coin crabs, which graft the coins onto their 
  backs for protection and pack a nasty pinch. The gems 
  are often unfavorable creatures known as “gem jellies” 
  which are a species of immobile and multifaceted 
  jellyfish that elicit severe burns when touched. 
     Aside from the gem jellies, coin crabs, and the 
  occasional aquatic otyugh there is very little fauna, 
  and even less flora on the floor of Mnolian Sea. This 
  ocean is perpetually in twilight, lit only by the 
  artificial light of the krysop cities rising above the 
  rocky base, and the cloudy, yellow-orange “light 
  pollution” reflecting off the buoyant garbage and ice 
  floating above. There is simply not enough light for 
  plants to grow. In the waters between, one only sees 
  chrysopsaros and large, streaming schools of ghostly 
  fish that are said to be the souls of debtors who died 
  owing money in the markets far above. Besides adding 
  to the depressing atmosphere of the Sea of Debts, the 
  ghost fish are little more than a visual curiosity.   
  
   
   
   
   
   
   
   
  10 
  Mnol’s interior wall (the “bottom” of the Sea of 
  Debts) is packed with krysop structures that 
  somewhat resemble modern skyscrapers. These tall 
  rectangular buildings are constructed from conjoined, 
  permanent wall of stone spells, as there are few 
  building materials here. What looks like multiple lit 
  windows are actually entrances to all manner of 
  businesses, including spas, casinos, inns, and many 
  varieties of shops and tradesmen. Unlike the markets 
  above, there is very little organization here and it can 
  be quite difficult to find what one is looking for if they 
  are a non-native.  
  Buildings are often dozens of stories tall, with no 
  internal means of traversing from one story to another. 
  One merely swims out of the door they came in and 
  up or down to doors on different levels. Bridges 
  between buildings are common, to provide rest while 
  swimming between two areas without having to enter 
  a building or chance the garbage piles beneath the 
  skyscrapers.  
  Far above the krysopian towers floats Mnol’s core, 
  which is mostly methane ice (deep-ice) covered in a 
  thick layer of buoyant garbage. The pressure here is  
  immense, and it is mostly uninhabited. A few brave 
  coinfish mine the deep-ice here to sell as interesting 
  torch fuel to numistian merchants. The core itself is too 
  deep to see from the city, though the garbage and ice 
  orbiting around it is plainly visible and, due to 
  reflection of the city lights, a secondary source of 
  illumination in this remarkably dismal aquatic realm. 
   
  Mnol Traits 
  Mnol has the following traits. 
  • 
  Normal Gravity (except near the sewers). 
  • 
  Normal Time. 
  • 
  Finite Size & Shape: Extremely mountainous 
  planet, roughly 5000 miles in diameter, riddled with 
  unending caverns and an ocean at its core. 
  • 
  Divinely Morphic: Economancers can 
  collectively change the environs of the entire 
  dominion, though rarely interact with the Sea of 
  Debts. 
  • 
  No Elemental or Energy Traits. 
  • 
  Non-Aligned, though inhabitants are mostly 
  lawful. 
  • 
  Normal Magic. 
   
   
  
   
   
   
   
   
  11 
  Prestige Class: The Freebooter 
  "Finders keepers.” 
   
       A freebooter looks for the easy path to riches. All 
  three of his eyes are always wide open for even the 
  slightest opportunity to gather more gold. He is a 
  rogue, first and foremost. However, instead of 
  quickness of body, he relies solely on instinct to 
  survive. Some would call it amazing luck, though the 
  freebooter credits his fine-tuned wits. 
       The freebooter has learned how best to pilfer 
  dungeons and dangerous lairs without losing a scale. 
  While some thieves are tumbling and dodging, the 
  freebooter simply knows the right time to 
  nonchalantly swim aside. Freebooters also have the 
  gift of the gab, and can even talk their way out of 
  harm.  
       Role: Freebooters are excellent scouts and often take 
  this class to augment a career in roguery. Their ability 
  to bargain and talk themselves out of dangerous 
  situations also makes them wonderful candidates for 
  the party spokesperson or even leader. Their business 
  sense might also qualify them as party treasurer…a 
  position they will vie for regardless of the party’s 
  confidence in them. 
       Alignment: Freebooters can be of any alignment, 
  though most avoid chaotic, as great focus is required to 
  be successful. 
  Hit Die: d6. 
   
  REQUIREMENTS 
       To qualify to become a freebooter, a character must 
  fulfill all of the following criteria. 
       Race: Chrysopsaro. 
       Skills: Appraise 5 ranks, Diplomacy 5 ranks, 
  Perception 10 ranks. 
       Feats: Alertness, Golden Eye.  
   
  CLASS SKILLS 
        The freebooter’s class skills (and the key ability for 
  each skill) are  Appraise (Int), Diplomacy (Cha), 
  Disable Device (Dex), Knowledge (any) (Int),  
  Perception (Wis), Linguistics (Int), and Sense Motive 
  (Wis). 
       Skill Ranks at Each Level: 8 + Int modifier. 
    
  CLASS FEATURES 
  All of the following are class features of the 
  freebooter prestige class. 
   
       Weapon and Armor Proficiency: Freebooters are 
  proficient with all simple and martial weapons. They are 
  proficient with light armor. 
       Automatic Appraisal (Ex): Freebooters are 
  automatically considered to have rolled a natural 20 
  for all Appraise skill checks. Furthermore, they can 
  appraise an item as a swift action and can determine 
  the most valuable item in a hoard as standard action. 
  Uncanny Intuition (Ex): Freebooters give up trying 
  to hone their talent with their inferior dexterity and 
  learn to trust their instincts when using a particular 
  Dexterity-based skill. Effectively, the freebooter 
  chooses one Dexterity-based skill and can use his 
  Wisdom modifier instead of his Dexterity modifier 
  when making skill checks with that skill. While in 
  appearance this looks far less graceful than those that 
  mastered the skill with nimbleness, the seemingly 
  random and awkward flailing of the freebooter are no 
  less successful. In fact, their success almost looks like 
  magic or amazing luck. They can choose another skill 
  to use this ability with at 4th, 7th, and 10th level.  
  Blindsight (Ex): At 2nd level, the freebooter’s third 
  eye has become so acute that he gains the blindsight 
  ability out to 20 feet. At 8th level, this ability extends 
  to 40 feet. This ability relies on electromagnetic 
  radiation (radio waves) to perceive objects, and is 
  therefore is not affected by sound or scent-based 
  effects. Lightning and electricity effects that occur 
  within the range of this vision, however, temporarily 
  negate this blindsight for 3d6 rounds.  
  Luckstumble (Su): Also at 2nd level, the freebooter 
  can use his Wisdom modifier instead of his Dexterity 
  modifier when making Reflex saves. Instead of 
  dodging deftly away from danger, the freebooter 
  simply slips up at the perfect moment. His fins and his 
  instincts are in tune with each other, causing 
  involuntary spasms that keep him out of danger. 
  Silver Tongue (Ex): At 3rd level, the freebooter 
  gains a +2 competency bonus to Diplomacy and Bluff 
  skill checks. At 6th level, increase the bonus to +4 and 
  at 9th level, increase to +6. 
  Trustworthy Aura (Su): At 3rd level, the freebooter 
  exudes an aura of trustworthiness. Creatures in 
  squares immediately adjacent to the freebooter, at his 
  discretion, may incur a penalty to Sense Motive and 
  Perception checks equal to his Charisma modifier or 
  Wisdom modifier (whichever is higher). At 6th level, 
  increase the range to 10 feet and at 9th level, increase 
  to 20 feet. The freebooter actively chooses what 
  creatures are affected and when. He cannot affect a 
  creature retroactively. 
  
   
   
   
   
   
   
   
  12 
   
   Darkvision (Su): At 4th level, the freebooter 
  gains darkvision out to 60 feet. If the freebooter 
  already has darkvision, this range does not stack.  
  X-ray Vision (Su): At 5th level, the 
  freebooter’s third eye has taken on supernatural 
  properties. Once per day, as a full-round action, 
  he can see what is immediately beyond any 
  barrier up to 3 feet thick. Extraordinary and 
  supernatural vision such as darkvision and 
  blindsight does not extend through this ability; if 
  the area that is being viewed is too dark, then 
  nothing can be seen except darkness. If the 
  barrier is too thick (greater than 3 feet thick), the 
  freebooter sees only darkness. This ability does  
  not have any fine tuning, so using it to see 
  through clothes or into containers  
  is generally useless unless at least  
  one foot of empty space exists  
  between the opposite edge of the  
  barrier and the next object.  
  Similarly, barriers made  
  of more than one  
  material are treated  
  as one barrier. For  
   
   
   
   
   
   
  example, if the  
  freebooter is  
  standing in front  
  of a metal slab  
  bolted to stone wall  
   
   
  with three sharks pressed up against the other 
  side, using X-ray vision shows the room beyond, 
  completely bypassing the metal/stone/shark 
  barrier. 
  Treasure Sense (Su): At 7th level, the 
  freebooter can sense treasure hoards worth at 
  least 1,000 gp within a range of 200 feet per 
  freebooter level. While the freebooter does not 
  know the nature or composition of the treasure 
  that he is detecting, he does know the general 
  direction and distance that the treasure is located 
  from him. All treasure within 50 feet of itself can 
  be collectively counted as one treasure hoard. 
  This ability always detects the treasure hoard 
  with the greatest market value. This sense is 
  much like a compass needle; it points directly at 
  the treasure in a straight line, without regard to 
  how to get to the treasure or the safest path. 
  Approximate distance can be estimated with a  
   margin of error of plus or minus 50 feet. 
       True Seeing (Sp): At 10th level, the  
           freebooter can cast true seeing as a spell- 
                                   like ability up to three times  
                                                per day. The CL for  
                                                    this ability is  
                                                      equal to the  
                                                       freebooter’s  
                                                        character level.  
                                                            The effect can  
                                                               only be  
                                                             granted to  
                                                     the freebooter. 
   
        
   
   
  TABLE: THE  FREEBOOTER 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +1 
  +1 
  +0 
  Automatic Appraisal,  Uncanny Intuition (1st Skill) 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Blindsight 20 feet,  Luckstumble 
  3rd 
  +2 
  +2 
  +2 
  +1 
  Silver Tongue +2, Trustworthy Aura 
  4th 
  +3 
  +2 
  +2 
  +1 
  Darkvision 60 ft.,  Uncanny Intuition (2nd Skill) 
  5th 
  +3 
  +3 
  +3 
  +2 
  X-ray Vision 
  6th 
  +4 
  +3 
  +3 
  +2 
  Silver Tongue +4, Trustworthy Aura  (10-foot radius) 
  7th 
  +5 
  +4 
  +4 
  +2 
  Treasure Sense,  Uncanny Intuition (3rd Skill) 
  8th 
  +6 
  +4 
  +4 
  +3 
  Blindsight 40 feet 
  9th 
  +6 
  +5 
  +5 
  +3 
  Silver Tongue +6, Trustworthy Aura  (20-foot radius) 
  10th 
  +7 
  +5 
  +5 
  +3 
  True Seeing,  Uncanny Intuition (4th Skill) 
  
   
   
   
   
   
  13 
  Chrysopsaro  
  A well-dressed, portly, gold-scaled fish with arms smiles at you 
  and greets you warmly. Aside from his kindly demeanor, there 
  seems to be a maniacal glint in the third eye in the middle of his 
  head.  
   
  CHRYSOPSARO 
  CR 5 
   
  XP 1,600 
  Male chrysopsaro rogue 6 
  N Medium outsider (aquatic, native) 
  Init +3; Senses Low-light vision, Perception +11 (+15   
        to notice coins) 
  Racial Buoyancy: -25B, Depth Tolerance: 5,000 ft. 
  DEFENSE 
  AC 19, touch 11, flat-footed 18 (+4 armor, +4 natural,    
      +1 Dex) 
  hp 54 (6d8+24) 
  Fort +5, Ref +6, Will +4; +2 vs. spells and spell-like  
       abilities, +8 vs. poison 
  Defensive Abilities evasion, trap sense +2, uncanny  
       dodge. 
  OFFENSE 
  Speed 5 ft., swim 30 ft. 
  Melee mwk short sword +6 (1d6+1/19–20) 
  Ranged +1 light crossbow +9 (1d8+1/19–20) 
  Special Attacks +1 on attack rolls against merfolk and  
       feykith, sneak attack +3d6 
  STATISTICS 
  Str 13, Dex 12, Con 16, Int 10, Wis 14, Cha 14 
  Base Atk +4; CMB +5; CMD 18  
  Feats Bribe Fate, Point-Blank Shot, Precise Shot,  Rapid Shot,  
       Weapon Focus (light crossbow) 
  Skills Acrobatics +12,  Appraise +10,  Bluff +11, Climb  
       +12, Diplomacy +11, Escape Artist +12, Perception  
       +11, Stealth +12 (Racial: +2 Appraise) 
  Languages Common, Aquan 
  SQ rogue talents (combat trick, resiliency, weapon  
       training), money is life, trapfinding +3 
  ECOLOGY 
  Environment any urban sea 
  Organization solitary or bank (4-8) 
  Treasure NPC gear (2 potions of cure moderate  
        wounds; +1 sharkhide, +1 light crossbow with 20  
        bolts, masterwork short                     sword, 508 gp) 
  SPECIAL ABILITIES 
   
  Money is Life (Su) As a standard action,  
  a chrysopsaro may consume up to 200 gold  
  pieces (or equivalently priced chunks of gold) to cure  
  1d8+ the chrysopsaro’s Wisdom modifier in hit points  
  per 50 gp consumed. Gold pieces must be consumed in 50 
  gp increments, as lesser amounts are consumed with no 
  effect. Alternatively, the chrysopsaro may consume up to 
  100 pearl pieces (or equivalently priced gems) in the same 
  way, curing 10 hit points per character level of the 
  chrysopsaro for every 25 pp consumed.  Pearl pieces must be 
  ingested in 25 pp increments. Excess coins or gems are 
  digested normally.  
  Loan Shark 
  A large, golden, three-eyed shark wearing auranite armor seems bad 
  enough. The fact that it appeared out of nowhere, and has two 
  muscular arms wielding a spear marks this as nightmarish. He says 
  you owe money? 
   
   
  LOAN SHARK 
  CR 5 
   
  XP 1,600    
  LN Large outsider (aquatic, extraplanar) 
  Init +2; Senses darkvision 60 ft.; Perception +12 (+16  
        to notice coins) 
  Racial Buoyancy: -250B, Depth Tolerance: immune to 
  pressure 
  DEFENSE 
  AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +5 armor,  
       +4 natural, –1 size) 
  hp 51 (6d10+18) 
  Fort +8, Ref +4, Will +8 
  SR 20 
  OFFENSE 
  Speed swim 120 ft. 
  Melee mwk Large spear +8/+3 (2d6/×3) 
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities  (CL 20th)  At will—discern location 
  (CL 9th; concentration +11)   3/day—dimension door,  
        invisibility (self only),  1/day—plane shift (DC 17) 
  STATISTICS 
  Str 15, Dex 14, Con 16, Int 20, Wis 17, Cha 15 
  Base Atk +6; CMB +9; CMD 22 
  Feats Combat Casting, Combat Expertise, Dodge 
  Skills Appraise +14, Bluff +8, Diplomacy +8, Intimidate +11, 
  Knowledge (arcana) +14, Knowledge (planes) +14, 
  Perception +12, Profession (money lender) +9, Sense 
  Motive +12, Sleight of Hand +11, Spellcraft +14 
  Languages Aquan, Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  ECOLOGY 
  Environment the Sea of Debts 
  Organization solitary or  goon squad (5-20) 
  Treasure auranite                                       armor, mwk large  
       spear 
   
   
   
   
   
  
   
   
   
   
   
   
   
  14 
  Chrysopsaros in Your Game 
  Chrysopsaros, despite their alien heritage, have the 
  distinct advantage of appearing somewhat familiar to 
  most other aquatic races. While their appearance is 
  somewhat unique, they look much like talking fishes, 
  and share much in common with merfolk. While 
  distrust will be apparent when dealing with any new 
  race, the chrysopsaro should find miniscule prejudice 
  among merfolk, sea elves, pisceans and other races 
  with similar features. 
  Chrysopsaros also adopt the style of the area that 
  they do business in. Their traditional herkins are easily 
  modified to suit the style of the realm by adding 
  sleeves, ruffles, and other clothing accoutrements. This 
  alone will help them fit in well with the majority, as 
  they are not fixated on racial traditions or cultural 
  preferences prevalent in most other races. 
  In underwater campaigns with different money 
  systems, the chrysopsaro should be slightly adjusted 
  to reflect the type of currency available. Simply 
  convert the coin values presented in this text to 
  whatever common currency that your campaign uses. 
  Chrysopsaros in this text are presented as a fairly 
  fresh race to the Cerulean Seas.  The relative 
  anonymity of their home world rendered it nearly 
  nonexistent to the realm of the adventurers. The 
  Gamemaster can introduce this new astral realm and 
  its inhabitants as he sees fit. Chrysopsaros do not need 
  to be intertwined with your existing campaign history. 
  This allows them to be placed in virtually any 
  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 chrysopsaro can come from 
  an alternate dimension, or even a free-floating 
  demiplane. If other planes of existence are absent 
  entirely, the chrysopsaro could be a natural creature, 
  descended from a fanatic race of merfolk or piscean 
  merchants. They could also be the living 
  representatives of a money god; a sacred race of 
  financiers and money tenders.  
  Whatever the case, the chrysopsaro will make a 
  welcome addition to any aquatic game as bookkeeper 
  of the group, an unusual option for a player seeking to 
  play a greedy character, a challenge for the player who 
  wants their character to be rich, or even a fun 
  alternative for those who want to be well-equipped 
  with an eye for the finer things in life. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game 
  Content" means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable. 
  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 Chrysopsaro.pdf