TEXT:  
   
   
   
   
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  REMARKABLE RACES SUBMERGED 
  THE WOGGLE 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
   
  Interior Illustrators 
  Christopher Hart 
  Mike Dunbar 
  Tim Adams 
   
   
  Cover Artist 
   Christopher Hart 
   
  Editors 
  Steven O’Neal 
  Patricia Taylor-Kubisz 
   
  Layout & Design 
  Tim Adams 
  Grace Jackson 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Magnus A. Kubisz 
  Team Draconis 
  AquaSonic (the band) 
  !
  ALP-RRS14: 
   
  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. 
  Boggle & 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 Woggle 
  
   
   
   
   
   
   
   
  4 
  Fwfs!ifbs!pg!Cphhmft@!!
  J!tibmm!tjoh!pg!tvdi/!
  Cphhmft!xfsf!uif!gjstu/!
  Dmbe!jo!hfbs!boe!hphhmft-!!
  Nbef!up!dbswf!boe!dpccmf-!
  Tdjfodf!xbt!uifjs!uijstu/!
  !
  Gspn!hpcmjot!uifz!xfsf!dsbgu/!
  J!tibmm!tjoh!pg!tvdi/!
  Tfdsfu!poj!tqfmm;!
  Epdupsfe!befqu!gspn!ebgu/!
  Xbs!uif!phsft(!esbgu-!
  Cphhmft!tfswfe!uifn!xfmm/!
  !
  Cvu!cjh!csbjot!tfu!uifn!gsff/!
  J!tibmm!tjoh!pg!tvdi/!
  Uifz!cvjmu!tijqt!up!gmz/!
  Uif!cphhmft-!uifz!eje!gmff/!
  Uif!poj!foe!uifjs!tqsff-!
  Ipqft!tfu!pgg!up!tlz/!
  !
  Poj!ljoh!tffljoh!lobwft/!
  J!tibmm!tjoh!pg!tvdi/!
  Njojpot!tfou!up!kbjm/!
  Gjfoet!mpdlfe!bxbz!jo!dbwft/!
  B!dsjnf!up!mptf!zpvs!tmbwft/!
  Op!nfsdz!gps!gbjm/!
  !
  !
  Boe!uifo!dbnf!uif!Gmppe/!
  J!tibmm!tjoh!pg!tvdi/!
  Xbwft!sptf-!qsjtpot!tbol-!
  Dbwft!sjgf!xjui!tvsg!boe!tve-!
  Hsjoezmpxt!tqspvu!gspn!nve-!
  Mpehf!tp!ebsl!boe!ebol/!
  !
  Uif!dbqujwf!poj!nvtf/!
  J!tibmm!tjoh!pg!tvdi/!
  Cpsfepn!tibmm!fotvf<!
  Xfbsz!jnnpsubm!wjfxt!
  Xjuijo!fufsobm!{ppt;!!
  Tfb!hpcmjot!xjmm!ep/!
  !
  Tp!b!hfn!gspn!b!xsfudi/!
  J!xjmm!tjoh!pg!tvdi/!
  Xbufs!cphhmft!cfou!
  Gps!tljmm!bu!tpoh!boe!tlfudi-!
  Op!xpsl!xspvhiu!ps!xsfodi!!
  Kvtu!foufsubjonfou/!!
  !
  Cvu!gpsfwfs!gfx!mbtut/!
  J!xpo’u!tjoh!pg!tvdi/!
  Xphhmft!ftdbqf!upp/!
  Vohsbufgvm!gps!pvs!qbtut-!
  Cvu!uibolgvm!gps!pvs!dbtut!
  Njetu!uif!tfbt!tp!cmvf"!
   
  “I Shall Sing of Woggles,”  
  by Crescendo Falasol, Woggle Poet.  
  gfudife- 
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:  Woggles are essentially 
  alchemically altered grindylows, and share much in 
  common with these creatures. Like grindylows, a 
  woggle looks like a wide-mouthed goblin from the 
  waist up and a writhing, slimy octopus from the waist 
  down. They also have the characteristic rows of sharp 
  teeth. However, their coloration is markedly different 
  as woggles are uniformly tannish-orange in color with 
  luminescent, sky-blue, pupilless eyes. In addition to 
  hue, the woggle has slightly less primitive features, 
  including five-fingered, amazingly dexterous hands 
  with flattened nails.  They also possess articulate lips 
  that cover their teeth and give them permanent boyish 
  grins.  
  However, it is a woggle’s mannerisms that set it 
  apart from a common grindylow most of all. All 
  woggles are impeccably polite and refined. Their 
  voices are clear and intelligent. Their vocabularies 
  match their demeanor and they often speak with 
  colorful words that sound almost poetic at times. 
  Despite being a goblin-octopus hybrid, they are 
  astonishingly charismatic creatures. 
  Woggle love to dress up as well, often wearing 
  several layers of fine and flattering clothes. As many 
  woggles acquire skill in tailoring, they often make 
  their own outfits or have close family that makes 
  apparel for them. Only their upper halves are so 
  dressed, as their lower octopus-halves somewhat have 
  a mind of their own, and carelessly writhe, wriggle, 
  and pluck free of any attire or other adornments.  
  ECOLOGY & SOCIETY:  Woggles were magically 
  crafted by immortal ogre magi that were once protégés 
  of Dianlor, the same oni who made the boggles during 
  the age of the drylanders. When the boggles escaped 
  their bondage, Dianlor punished his closest advisors 
  by magically sealing them in caves to spend the rest of 
  their eternity isolated.  
  After the Flood, grindylows invaded their swamped 
  prisons in great swarms. The combination of boredom 
  and a need to vindicate themselves from their 
  previous mistakes, they altered the boggle formula to 
  work on the grindylows. However instead of 
  mechanical genius, the oni mages focused on honing 
  their artistic genius. Thus the imprisoned ogre magi    
     had a reliable source of entertainment during  
         their everlasting prison sentence. 
  At some point, at least a few woggles escaped, 
  perhaps by the same routes that their grindylow 
  ancestors had entered. These refugees never speak of 
  the location of where they came from, fearing that 
  someone might try to release the oni. Wherever the 
  prisons whereabouts, it most likely harbors several 
  powerful oni with several woggle slaves, and it is also 
  probable that it rests somewhere near the northwest 
  corner of the Cerulean Seas, as this is where woggles 
  first appeared. The majority of woggles, however, 
  have no idea of the location, as the exodus happened 
  at least a generation ago and was not handed down. 
  Woggles brought with them many foreign concepts 
  including unique fashion, the Bard PC class (as 
  presented in CELADON SHORES), and several new 
  forms of music and musical instruments. Their oni 
  captors no doubt instilled in the woggles many 
  defunct drylander style concepts, adapted to their 
  suddenly water-filled domiciles. As ex-slaves, the 
  woggles value freedom above all else, often joining the 
  fight to liberate others.  
  Though woggles have the binary genders of male 
  and female, it is nearly impossible to tell them apart 
  unless one knows a bit about octopus anatomy (the 
  males have a slightly modified third right tentacle). 
  Consequently, the woggles focus very little on gender. 
  They are oviparous, laying up to three eggs at a time. 
  Both parents work equally to raise their offspring, 
  exposing them to as many forms of art as possible. 
  While woggles mature very quickly, they have 
  dismally short lifespans. Worse still, the onset of 
  venerable age also comes with a peculiar form of 
  senility that causes their elderly to degenerate into 
  ravenous lunatics. As a result, they cherish and 
  celebrate what time they have whenever they can. 
  They often remain cheerful, even in the direst 
  situations. This optimism is decidedly contagious, 
  making them great for morale. 
  Above all else, woggles value art and 
  entertainment. They spend the better part of their lives 
  honing one particular artistic skill or another. While 
  they are especially drawn to music, some woggles 
  become great painters or sculptors. Others excel in 
  magical or comedic performances. If it is artistic, there 
  will be a woggle that shines at it. They love the 
  spotlight! 
  
   
   
   
   
   
   
   
  6 
  RELATIONS TO CORE RACES:  Woggles aim to get 
  along with everyone, adapting their decorum range 
  from the most solemn nommo courts to whimsical 
  nixie revelries. As a result, they tend to make friends 
  with everyone. Relationships particularly excel with 
  those races that value art and entertainment, which 
  especially includes most feykith races. They also share 
  a special kinship with mogogols whose mania 
  revolves around art of some fashion. Grindylows are 
  the only race known to fear and hate woggles, as 
  grindylows often assume that the woggle’s condition 
  is somehow contagious. 
  ALIGNMENT & RELIGION:  Woggles have no religion 
  to speak of, though many admire the song and art that 
  often accompanies faith-based establishments. Most 
  woggles are good aligned, though some particularly 
  obsessed woggles have a more neutral outlook. Only the 
  most eccentric woggles take up paths of evil, and often 
  assuming the role of dangerously charismatic sociopaths. 
  Woggle society abhors these individuals, and will 
  actively hunt them down and end their existence before 
  it can tarnish their racial reputation. 
  Most woggles have a chaotic outlook, being recently 
  descended from captivity. Woggles love their 
  freedom, and do not appreciate the 
  confines of law. Despite this, 
  they are immaculately 
  courteous and thus still fit 
  in well with lawful 
  races and cultures. 
  ADVENTURERS:  
  Woggles adventure for 
  many reasons, but chief 
  among those reasons are 
  to find a new fans, to 
  hone their art, and to look 
  for inspiration. Even in 
  battle, they will find a way 
  to incorporate their artistic 
  talent, be it singing of their 
  triumph or brandishing a 
  newly crafted banner. 
  It is no surprise that woggles 
  love to take up the roles of Bard and 
  Siren. Even those who start in other classes 
  may multiclass to glean the artistic benefits of these 
  performance-based classes. They also love magic and are 
  quite comfortable around wizards and sorcerers. A few 
  will become rogues, as it helps make ends meet and they 
  are particularly suited to rogue-type skills. They tend to 
  avoid most martial classes, though do count a few 
  “warrior poets” among their ranks. 
  NAMES: A woggle’s first name is often a musical or 
  artistic term, often something with many syllables.  
  Many also have surnames which were once the first 
  names of the original woggle refugees. These surnames 
  are always made up of three solfège syllables (Do, Re, 
  Mi, Fa, Sol, La, and Ti). This was a clever way the oni 
  used to name the woggles, and is no longer used as a 
  primary name. Though they honor their surname in 
  remembrance, they do not like being referred to solely by 
  their last name.  
  Common first names include: Allegro, Aesthetic, 
  Chromatic, Crescendo, Ephemera, Gouache, Impasto, 
  Pastel, Staccato, Verismo. 
  Common surnames include: Doremi, Sollado, Fatila, 
  Mitido, Rerela, Falala, Lasolda. 
   
  
   
   
   
   
   
  7 
    
    
  Woggle Racial Traits 
  +2 Dexterity, +2 Charisma, –2 Wisdom:  Woggles 
  are quick and surprisingly charismatic, but are 
  often naive.  
  Racial Buoyancy: -30B, Depth Tolerance: 600 feet. 
  Darkvision: 60 feet. 
  Small-sized:  Woggles are Small creatures. They 
  gain a +1 size bonus to AC, a +1 size bonus on 
  attack rolls, a –1 penalty on combat maneuver 
  checks and to their CMD, and a +4 size bonus 
  on Stealth checks.  
  Type: Woggles are aberrations with the aquatic 
  and goblinoid subtypes. 
  Amphibious: Woggles have the aquatic subtype, 
  but they can breathe both water and air. 
  Slow Speed: Woggles can scuttle about on land 
  with their tentacles and have a base speed of 
  15 feet. 
  Swim Speed: Woggles have a swim speed of 30 
  feet. 
  Jet: Woggles can swim 200 feet backward as a 
  full-round action. A woggle must move in a 
  straight line when jetting and does not 
  provoke attacks of opportunity when using 
  this ability. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Natural Armor: Woggles have tough, rubbery 
  skin that grants a +2 natural armor bonus. 
  Artistic Genius: At first level, woggles gain an 
  additional skill rank and a +2 racial bonus to 
  skill rolls which they must apply to one of the 
  following:  Craft (calligraphy, clothing, 
  musical instrument, paintings, or sculptures) 
  and Perform (any). These skills are always 
  considered class skills for a woggle. 
  Tangling Tentacles: Woggles have constantly 
  writhing tentacles that reach out to tug at and 
  trip adjacent foes. During the woggle’s turn, it 
  can make a single trip attack against any 
  adjacent foe as a swift action. The woggle 
  gains a +4 racial bonus on trip attacks with its 
  tangling tentacles, and if it fails to trip a foe, 
  that creature can’t attempt to trip the woggle 
  in retaliation. 
  Languages: Woggles begin play speaking 
  Common. Woggles with high Intelligence 
  scores can choose from any of the following: 
  Aquan, Delatari, Goblinoid, Halbok, Nixish, 
  Lok'tar  
    
   
   
   
   
  
   
   
   
   
   
   
   
  8 
  Woggle Vital Statistics 
   
  RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  10 years 
  +1d4 
  +1d6 
  +1d8 
   
  RANDOM LENGTH 
  Form 
  Base Height 
  Modifier 
  Male 
  3’ 2” 
  +1d6 inches 
  Female 
  3’ 0” 
  +1d8 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  20 years 
  25 years 
  30 years 
  30  + 1d6 years 
   
  WOGGLE MADNESS                                                 
  Type disease, inherited; Save Will DC 16 
  Onset venerable age; Frequency 1/hour 
  Effect 1d4 Wisdom damage, if more than 2 Wisdom  
       damage, the target must make an addition Will  
       save or he will lose control and must attack the  
       nearest mobile creature or object; Cure none 
  Special Woggle Madness is a genetic condition that  
       all woggles have. Symptoms do not typically  
       appear until the woggle is of venerable age. It 
  cannot be passed on to a non-woggle. The 
  disease cannot be completely cured, magically 
  or otherwise.   Instead, any effect that would 
  remove disease removes only the symptoms for 
  24 hours. 
   
  Racial Feats 
  The following feats are available to a woggle  character 
  who meets the prerequisites. 
   
  ARTISTIC CELERITY  
  You can perform your art with mystifying speed. 
  Prerequisite: Woggle, Racial bonus to a Craft skill. 
  Benefit: When you craft an item using the Craft 
  skill with a racial bonus, you may do so in half the 
  time with no penalties. 
   
   
   
  IMPROVISATIONAL ARTIST  
  You may draw materials from your surroundings 
  to create your art.  
  Prerequisites: Woggle, Racial bonus to a Craft skill. 
  Benefit:  When you craft an item using the Craft 
  skill with a racial bonus, you can pay 1/4 of the item’s 
  price for the raw material cost. You must still succeed 
  at the appropriate DC check, and the work takes the 
  same amount of time as a normal item. If you fail the 
  Craft check by 5 or more, you ruin all the raw 
  materials and must begin again. 
   
  INNATE TALENT  
  Your talent is instinctual and it’s unlikely for you to 
  fail at it. 
  Prerequisite: Woggle, Racial bonus to a Craft or 
  Perform skill. 
  Benefit: Once per day, when you use a Craft or 
  Perform skill with a racial bonus, roll twice and keep 
  the best roll. 
   
  MASTER OF ART  
  Even the most lackadaisical artistic effort yields 
  masterful results.  
  Prerequisites: Woggle, Racial bonus to a Craft or 
  Perform skill. 
  Benefit: When you use Craft or Perform skill with 
  a racial bonus and take 10 with this skill, treat your die 
  result as a 15 instead. 
   
  MULTITALENTED 
  You are innately talented in many areas. 
  Prerequisites: Woggle. 
  Benefit:  Choose a Craft or Perform skill from those 
  listed in your Artistic Genius racial trait (different 
  from the one you chose at character creation) and gain 
  an additional skill rank and a +2 racial bonus to skill 
  rolls for that skill. The skill is chosen at the time of 
  taking this feat and cannot be changed. 
  Special: You can take this feat multiple times, 
  applying it to a different skill each time. 
   
  WOGGLE LULLABY 
  Your music can help stave off Woggle Madness.  
  Prerequisites: Woggle, Racial bonus to music-
  based Perform skill. 
  Benefit:  A woggle suffering from Woggle 
  Madness may roll their Will save versus this affliction 
  with a +5 bonus while hearing music you created with 
  a Perform skill that receives a racial bonus. 
  
   
   
   
   
   
  9 
  Underwater Music 
      What sort of music exists under the waves? 
  Most musical instruments as we know them 
  won't work underwater. The easy answer is 
  vocalization. There's no particular reason to 
  believe that it would sound anything like earthly 
  vocal music, though. Several factors change when 
  going from a gaseous to an aqueous atmosphere.  
      First is the scale. The western scale, an octave 
  consisting of 12 half-steps (with variable 
  placement, called temperament) arose from the 
  Pythagorean system, a set of intervals in low 
  ratios (like 3:2) that sound pleasing to the ear. 
  These ratios are easily demonstrated, and were 
  probably derived using, stringed instruments 
  whose sounds travel through air to the human 
  ear. They also occur as harmonic overtones on 
  wind and brass instruments.  
        Underwater, however, plucked strings don't 
  make their characteristic tones. The ideas of what 
  is considered consonant or aesthetic need not 
  have anything to do with these ratios. Sound 
  travels differently through water, and the land-
  based reference instruments are not available. 
  Underwater music may sound very different, and 
  that can start with a different scale. There's no 
  reason they couldn't have come up with the same 
  scale through math, but one can plausibly change 
  this to make water-dwellers different. 
       Next, melody and rhythm may be different.  
  Whale-song, for example, doesn't sound much 
  like music to our ears. The sounds are longer and 
  the intervals between "notes" tend to be small 
  (almost "stepwise", were one to impose a scale on 
  that). The latter might be constrained by cetacean 
  vocal cords, but the former is probably in part 
  because sound travels differently through water, 
  with more echoing. This will push music toward 
  being slower-moving; simple underwater music 
  might sound a lot like plainchant. (Plainchant 
  also tends away from large-interval jumps; it 
  happens, but most movement is stepwise, and 
  this plus the lack of rhythmic variation 
  contributes to that "somber" sound one associates 
  with it.) 
     Harmony may seem different as well because of 
  echoes, distortion, and the fact that from any  
              particular vantage point underwater a note  
   
  will "linger" longer. This constrains how one can  
   harmonize it if one wants the results to be 
  consonant. On land, if someone plucks or strikes 
  a string and does not interfere with it (damping 
  it, fretting elsewhere along its length, etc), it will 
  ring for some time after the initial note. Those 
  notes are still "in the air" when other notes are 
  played. Consequently, underwater music will 
  rely mainly on consonances for harmonizing but 
  will also explore the possibilities of well-placed 
  dissonance. Harmony can also use rhythmic 
  variation, so long as its overall shape fits into that 
  long-decay property of underwater music. 
       Beyond vocalization, other musical 
  instruments can exist. Chapter 4 of CELADON 
  SHORES introduced metallophones (xylophone-like 
  musical instruments that work well underwater) as 
  well as discussed some of the complications of 
  undersea musical instruments.  
        With the introduction of a highly artistic race, 
  the woggles, we took the time to revisit this concept 
  and discovered a burgeoning underwater 
  performance field. From the inspiration of these 
  pioneer musicians, we imagined instruments that 
  the woggles would develop to create a diverse 
  portfolio of musical sounds.   
       As we already discovered with metallophones, 
  some percussion instruments, especially those made 
  of dense metal, work fairly well under the water. 
  Through further experimentation, we discovered 
  that friction-based instruments like the violin also 
  work, sounding a bit dampened and haunting 
  compared to their terrestrial performances. The 
  underwater friction effect is easily demonstrated 
  every time you do dishes. That squeak one hears 
  when the plates are rubbed under the dishwater is 
  loud and clearly audible even outside the sink.   
          Lastly, one can conceivably create all manner of 
  “woodwater” instruments (in the same vein as 
  woodwinds) that rely on focused water currents 
  rather than air. However, the nature of water would 
  require the water to be considerably pressurized, 
  thus precluding the water from being “mouth-
  blown” into the instrument. Thus, hand pumps and 
  bellows would be more likely.  
        Below are some of the musical instruments 
  available to woggles (as well as anyone else, at the 
  discretion of the Game Master). These are in 
  addition to the music makers already presented in 
  CELADON SHORES. 
   
  
   
   
   
   
   
   
   
  10 
  Aqualin: Perhaps the most familiar underwater 
  instrument, the aqualin is little more than a normal 
  violin made to work well under the waves. Made 
  of swampwood and sealed with special resins, the 
  aqualine sounds much like a violin does above the 
  waves when its bows is drawn across it, though a 
  creepy antique recording of one. Other sizes of this 
  instrument exist, including the auquaola (aquatic 
  viola) and the aquacello. Cost: 100 gp (auquaola 
  150 gp, aquacello 200 gp). 
  Crystallophone: The crystallophone, or glass armonica 
  as it is more commonly called, is a spinning 
  instrument that uses a series of glass vessels 
  graduated in size to produce musical tones by 
  means of friction. Usually played with the fingers 
  rubbing against the bowls’ rims, the crystallophone 
  produces the most ethereal and delicately sweet 
  sounds. Cost: 500 gp. 
  Darbuka: The darbuka, also known as chalice or 
  goblet drum, works particularly well under the 
  water when made mostly of metal. It produces a 
  resonant, low-sustain sound while played lightly 
  with the fingertips and palm. While less resonant 
  than dry-land drums, the sound is reminiscent and 
  perfect for keeping rhythm. Cost: 10 gp. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hydraulophone: This hydraulophone is the first 
  instrument to use water rather than air to produce 
  sound. By manipulating water jets through a 
  variable system of tubes and flow vessels, one can 
  stimulate and direct subtle changes in water 
  turbulence to sounding mechanisms inside the 
  instrument, and create compelling acoustic and 
  expressive possibilities. The water pressure is 
  maintained by a hand pump that provides the 
  instrument with enough pressure to play for 5 
  minutes before it needs to be recharged (which 
  takes another minute of pumping). Cost: 750 gp. 
  Rotacorda: A rotacorda produces sound by a crank-
  turned wheel rubbing against musically-tuned 
  strings. The wheel functions much like a violin 
  bow, and single notes played on the instrument 
  sound similar to those of an aqualin, though many 
  more notes can be played in a sort of ethereal 
  harmony. Cost: 200 gp. 
  Singing Bowls: A type of metal standing bell that 
  produces harmonic overtones when the user either 
  strikes or rubs the rim with a mallet. They produce 
  a characteristically ceremonious sound, harkening 
  to something one might hear in a temple or 
  monastery. Cost: 20 gp. 
   
   
   
   
  
   
   
   
   
   
  11 
  Prestige Class: The Virtuoso 
  "People are remembered by the songs we sing of them. Shall I 
  sing of thee?" 
   
  The virtuoso has honed his innate musical talent with 
  keenly practiced skill as well as arcane magic. To a virtuoso, 
  all the world is a stage, his allies are his adoring fans, as well 
  as anyone around for him to impress. He craves the 
  spotlight, whether it is at a tavern or on the battlefield. The 
  typical virtuoso is charming, and sociable. He loves 
  company and makes friends easily. Though a virtuoso can 
  be both a bit eccentric and a showoff, most still enjoy his 
  presence. 
         With woggles, we witness the return of bards to the 
  Cerulean Seas, and woggle bards are most often drawn to 
  this prestige class, although sirens, rogues, and wizards can 
  also excel in it. Characters of most other classes are either not 
  outgoing enough to enjoy being virtuosos, or they find other 
  channels for their extrovertism. 
  Role: Like bards, a virtuoso can hinder their foes while 
  inspiring their allies. They are adequate with both weapons 
  and magic, though they excel outside melee, where they act 
  as support without their performance being interrupted. 
  Alignment: Any. 
  Hit Die: d6. 
   
  REQUIREMENTS 
  To qualify to become a virtuoso, a character must fulfill 
  all of the following criteria. 
  Race: Woggle. 
  Skills: Perform (8 ranks, must be music-based, must be a 
  skill that receives a racial bonus), Diplomacy 6 ranks 
  Spells: Able to cast 0-level arcane spells.  
   
  CLASS SKILLS 
  The virtuoso’s class skills (and the key ability for each 
  skill) are Acrobatics (Dex), Bluff (Cha), Craft (any) (Int), 
  Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Linguistics (Int), Perform (any) (Cha), 
  Perception (Wis), Sense Motive (Wis), Stealth (Dex), Sleight 
  of Hand (Dex). 
   Skill Ranks at Each Level: 4 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the virtuoso prestige 
  class. 
  Weapon and Armor Proficiency: The virtuoso gains no 
  proficiency with any weapon or armor. 
  Spells per Day/Spells Known: Since the virtuoso often 
  uses magic to enhance his performances, it's  
  important for him to maintain his magical studies. Thus, 
  whenever he gains a new virtuoso level, he gains new spells 
  per day and spells known as if he had gained a level in a 
  spellcasting class he belonged to before adding the prestige 
  class. If the character had more than one spell-casting class 
  before becoming a virtuoso, he must decide to which class 
  he adds each level of virtuoso for purposes of spells per day 
  and spells known.  
  Bardic Performance: At 1st level, the virtuoso gains the  
       bardic performance ability if he did not already have   
  it from a previous class. All the bardic performance effects 
  (fascinate, inspire competence, inspire courage, etc. ) become 
  available to her immediately, subject to their usual level and 
  Perform skill requirements, thought the virtuoso may add 
  his levels together if one of more classes grant the Bardic 
  Performance ability for purposes of determining level 
  requirements. 
  Virtuoso Performance: With a haunting melody, the 
  virtuoso can create magical effects beyond even the 
  capabilities of a bardic performance. Virtuoso performance 
  can be used once per virtuoso level per day. If the virtuoso 
  has bard levels, those stack with virtuoso levels to determine 
  uses per day. Many virtuoso performance effects require 
  more than one of the ability's allotted daily uses. The 
  performance must be musical in nature and performed with 
  a skill with which the virtuoso receives a racial bonus.   
     As with bardic performance, the virtuoso can usually 
  fight while using this ability but cannot cast spells or activate 
  magic items by either spell completion or command word. If 
  the performance forces any target to make a Will save, the 
  only other action the virtuoso can take in the same round is a 
  5-foot step. 
  Sustaining Song (Su): A 1st-level virtuoso with at 
  least 9 ranks in his chosen Perform skill can sustain 
  her unconscious allies, negating their need for 
  stabilization checks during her performance. Because 
  they're not making stabilization checks, the affected 
  allies are neither stabilizing nor losing hit points. A 
  sustaining song lasts for 5 minutes or until the 
  virtuoso stops performing, whichever comes first. 
  Sustaining song is a supernatural ability. 
        Dampening Melody(Su): A 3rd-level virtuoso 
  with at least 11 ranks in Perform can actively 
  counteract the effects of sonic energy. While a 
  virtuoso performs this music, he and all of her allies 
  within 60 feet who can hear her gain resistance to 
  sonic 15. An ally benefits from this effect for as long 
  as it can hear the virtuoso's music. A Dampening 
  Melody requires one daily use of virtuoso 
  performance and is a supernatural, sonic ability. 
  Jarring Song (Su): A 4th-level virtuoso with at 
  least 12 ranks in Perform can inhibit spellcasting. 
  Anyone attempting to cast a spell during a jarring 
  song must make a Concentration check (DC 15 + the 
  spell level). Success allows normal completion of the 
  spell; failure means it is lost. A jarring song requires 
  three daily uses of virtuoso performance and is a 
  supernatural, sonic ability. 
  Sharp Note (Sp): A 5th-level virtuoso with at least 
  13 ranks in Perform can sharpen the blades of all 
  piercing and slashing weapons within a 20-foot 
  radius. The affected weapons function as if a 6th-
  level sorcerer had cast a keen edge spell on them, 
  except that the effect lasts only 10 minutes. Sharp 
  note requires three daily uses of virtuoso 
  performance and is a spell-like, transmutation 
  ability. 
   
  
   
   
   
   
   
   
   
  12 
    
  Mindbending Melody (Sp): A 6th-level virtuoso 
  with at least 14 ranks in Perform can dominate a 
  humanoid that she has already fascinated. This 
  ability functions exactly like a dominate person spell 
  cast by a 9th-level sorcerer. The target can make a 
  Will save (DC 15 + the virtuoso's Charisma modifier) 
  to negate the effect. A mindbending melody requires 
  two daily uses of virtuoso performance and is a 
  spell-like, mind-affecting, language-dependent, 
  charm ability. 
  Song of Health (Su): A 7th-level virtuoso with at 
  least 15 ranks in Perform can use music to protect 
  and heal her allies. While a virtuoso performs this 
  music, he and all of his allies within 60 feet who can 
  hear her music gain immunity to poison and disease. 
  An ally benefits from this effect for as long as it can 
  hear the virtuoso perform. A Song of 
  Health requires two daily uses of 
  virtuoso performance and is a 
  supernatural, healing ability. 
  Magical Melody (Su): An 8th-
  level virtuoso with at least 16 
  ranks in Perform can empower 
  allied spellcasters, raising their 
  effective caster levels by +1 each for 
  the purposes of spell effects and 
  spell resistance checks. This effect 
  lasts as long as the performance does. 
  Magical melody requires two daily 
  uses of virtuoso performance per 
  minute maintained. It is a 
  supernatural ability. 
  Song of Fury (Su): A 9th-level 
  virtuoso with at least 17 ranks in Perform 
  can enrage her allies. This ability functions 
  exactly like barbarian rage on all willing allies 
  within 40 feet, and it lasts as long as the virtuoso  
   
   
  continues her performance. Song of fury requires 
  three daily uses of performance per round 
  maintained. It is a supernatural, mind-affecting 
  ability. 
  Revealing Melody (Sp): A 10th-level virtuoso 
  with at least 18 ranks in Perform can reveal all things 
  as they actually are. All those who hear the revealing 
  melody are affected as if by a true seeing spell cast 
  by a 17th-level sorcerer. The effect lasts as long as the 
  song does. Revealing melody requires two daily uses 
  of virtuoso performance per round maintained and 
  is a spell-like, divination ability. 
   
        
  TABLE: THE  VIRTUOSO 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Spells per Day/Spells Known 
  Special 
  1st 
  +0 
  +0 
  +1 
  +1 
  +1 level of existing class 
  Bardic music, virtuoso performance (sustaining song) 
  2nd 
  +1 
  +1 
  +1 
  +1 
  +1 level of existing class 
  — 
  3rd 
  +2 
  +1 
  +2 
  +2 
  +1 level of existing class 
  Virtuoso performance (dampening melody) 
  4th 
  +3 
  +1 
  +2 
  +2 
  +1 level of existing class 
  Virtuoso performance (jarring song) 
  5th 
  +3 
  +2 
  +3 
  +3 
  +1 level of existing class 
  Virtuoso performance (sharp note) 
  6th 
  +4 
  +2 
  +3 
  +3 
  +1 level of existing class 
  Virtuoso performance (mindbending melody) 
  7th 
  +5 
  +2 
  +4 
  +4 
  +1 level of existing class 
  Virtuoso performance (song of health) 
  8th 
  +6 
  +3 
  +4 
  +4 
  +1 level of existing class 
  Virtuoso performance (magical melody) 
  9th 
  +6 
  +3 
  +5 
  +5 
  +1 level of existing class 
  Virtuoso performance (song of fury) 
  10th 
  +7 
  +3 
  +5 
  +5 
  +1 level of existing class 
  Virtuoso performance (revealing melody) 
  
   
   
   
   
   
  13 
  Woggle 
   Though it looks a bit like a grindylow, the creature before you 
  behaves nothing like one. For starters, it is dressed in the 
  finest silk, is impeccably clean, and just bowed and said 
  “How do you do, fine sir?” 
   
  WOGGLE 
  CR 1/2 
   
  XP 200    
  Male woggle wizard 1 
  NG Small aberration (aquatic, goblinoid) 
  Init +3; Senses darkvision 60 ft.; Perception +0 
  Racial Buoyancy: -30B,  Depth Tolerance: 600 ft. 
  DEFENSE 
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) 
  hp 7 (1d6+1) 
  Fort +2, Ref +4, Will +2 
  OFFENSE 
  Speed 15 ft., swim 30 ft., jet 200 ft. 
  Melee quarterstaff +2 (1d4+1/�2) 
  Ranged dagger+4 (1d3+1/19-20) 
  Special Attacks Telekinetic Fist (Sp)  6/day 
  Spells(CL 1st)  
       1st—boiling hands(DC 15), magic missile 
       0—mage hand, mending, open/close 
  STATISTICS 
  Str 12, Dex 16, Con 13, Int 17, Wis 8, Cha 8 
  Base Atk +0; CMB +0, CMD 13 
  Feats Magical Aptitude 
  Skills Disable Device +7, Perception +0,  
  Spellcraft +9, Stealth +8, Craft (painting) +9,   
  Use Magic Device +3;  Racial Modifiers +2  
  Craft (painting),  +4 Stealth 
  Languages Common, Aquan, Delatari,  
       Nixish 
  SQ amphibious, jet, tangling tentacles  
  ECOLOGY 
   
  Environment any urban 
  Organization solitary,  pair, or  
       choir (6-12) 
  Treasure NPC gear  
  (quarterstaff, 3 daggers,   
  other treasure) 
  SPECIAL ABILITIES 
   
  Tangling Tentacles (Ex): During the  
         woggle’s turn, it can make a single  
         trip attack against any adjacent foe  
         as a swift action. It gains a +4 racial  
         bonus on trip attacks made  
         with its tangling tentacles, and  
         if it fails to trip a foe, that  
         creature can’t attempt to trip the  
         woggle in retaliation. 
   
   
   
   
   
  Sound Golem 
  Crafted by woggle wizards to protect priceless works of art, the sound 
  golem, at first glance, appears to be a large metal gong with a pleasant face 
  motif floating strangely in the water. However, a faint outline of a hulking 
  humanoid form made up of pulsating water currents is seen upon closer 
  examination.  The creature makes noise like an orchestra playing. 
   
   
  SOUND GOLEM 
  CR 14 
   
  XP 38,400 
  N Huge construct (aquatic) 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0 
  Racial Buoyancy: -600,  Depth Tolerance: immune to pressure 
  DEFENSE 
  AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size) 
  hp 144 (19d10+40) 
  Fort +6; Ref +5; Will +6 
  DR 15/adamantine; Immune construct traits, sonic, magic; Resist steam 20,  
  cold 20 
  OFFENSE 
  Speed 0 ft (cannot move outside of water), swim 30 ft. 
  Melee 2 slams +28 (4d6+11 plus 2d6 sonic plus grab) 
  Space 15 ft.; Reach 15 ft. 
  Special Attacks breath weapon (30-ft. cone, 10d6 sonic, Reflex DC 19 half, 
  every 1d4 rounds), dissonant interior, sonic pulse 
  STATISTICS 
  Str 32, Dex 9, Con —, Int —, Wis 11, Cha 2 
  Base Atk +19; CMB +32 (+36 grapple); CMD 41 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure The gold face gong contains roughly 3,200 gp worth of gold. 
   
  SPECIAL ABILITIES 
   
                 Dissonant Interior (Ex): A sound golem can try        
                 to shove a grabbed opponent up to two sizes   
                 smaller than itself into its interior by making a  
                successful grapple check. An opponent thrown  
                into the sound golem’s interior is trapped in the  
             pulsing water that makes up the body of the  
     creature. A trapped creature automatically takes 2d6 
  points of sonic damage each round. Escaping the 
  creature’s interior requires a successful Strength check 
  (DC 30) to escape the currents. Alternately a trapped   
               creature can escape by dealing at least 25 points  
                      of damage to the sound golem from within  
                            (AC 22). Note, the golem’s damage  
                               reduction applies to all attacks against it  
                                  from the inside as well. 
                                    A Huge sound golem’s interior can  
                                    hold 2 Medium, 8 Small, or 16 Tiny or  
                                    smaller creatures. 
                                     Sonic Pulse (Ex): A sound golem’s  
                                      entire mobile body is made of sonic  
                                                        vibrations pulsing  
                                                          through water. Any slam  
                                                           attack deals sonic  
                                                           damage. Creatures  
                                                          attacking a sound golem  
                                  unarmed or with natural weapons take  
                                        this same sound damage each time  
                                         one of their attacks hits. 
                                          
                                        Sound Golem Construction 
                                          A sound golem’s gong-like "face"  
                                          is constructed from gold alloyed  
                                       with rare metals and chemicals  
                                           totaling 12,000 gp. An orchestra  
                                              of no less than 20 musicians is  
                                                 required to bring the golem to  
                                                 life, including one extremely  
                                                  talented musician playing the  
                                                  "gong" to be enchanted. 
                                                     CL 16th; Price 180,000 gp 
   
  CONSTRUCTION 
  REQUIREMENTS 
   
                       Feats Craft Construct; Spells  
                     sculpt sound, geas/quest, limited  
                  wish, polymorph any object,  
               discordant blast; Special creator    
    must be caster level 16th; Skill Check(s) 
  Craft (musical instument), DC 20 Perform 
  (percussion) DC 20; Cost 96,000 gp. 
  
   
   
   
   
   
   
   
  14 
  Woggles in Your Game 
  While grindylows are a fairly common 
  nuisance in the seas, woggles are a fairly new 
  race to the world. In any aquatic campaign that 
  includes grindylows, woggles could easily be 
  their descendants or subrace. If such is the case in 
  your campaign setting, the woggle race requires 
  almost no adjustment to your world to begin play 
  immediately.  Because they do not have a lineage 
  that they can trace, woggles lack tradition, 
  language, and history common to other PC races. 
  In most games, grindylows have a terrible 
  reputation for being stupid mischief makers or 
  dangerous pests. Woggle PCs may need to 
  overcome this stereotype. If woggles are 
  introduced as a brand new development in you 
  campaign world, woggle PCs may have a slight 
  disadvantage during social encounters. Though 
  they also might have a slight advantage when 
  dealing with grindylows, who may not realize 
  whose side the woggles are on. In any case, it will 
  be a surprise to all when the apparent grindylow 
  is the one who barters peace through diplomacy, 
  paints a veritable masterpiece, or sings a complex 
  ballad flawlessly. 
  If your undersea campaign setting does not 
  include grindylows, for whatever reason, 
  woggles could still be possible in your game. 
  Perhaps they were a relatively unknown race 
  until they entered a flourishing renaissance. 
  Maybe they are from another world, which just 
  happens to place a high regard on art or style. Yet 
  another possibility is that they were magically 
  created from scratch—the result of a powerful 
  wish gone awry. 
  Whatever the case, the woggle would make a 
  welcome addition to any game as the resident 
  virtuoso, an unusual option for the player who is 
  also a musician, a challenge for the player who 
  has played everything, or just a good match for 
  those that like to use their creative talents. 
   
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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 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
        
   
   
   
     
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  & more! Races were designed to fit into 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Woggle.pdf