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  REMARKABLE RACES SUBMERGED 
  THE SEA SQUOLE 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
  Interior Illustrators 
  Anna Verhoog  
  Laine Lee 
  Justin Varu 
  Eugene Jaworski 
  Tim Adams 
   
  Cover Artist 
   Anna Verhoog 
   
   
  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-RRS04: 
   
  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. 
   
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  license. 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
  Squole & Remarkable Races © 2009 Alluria Publishing. All rights reserved. 
  Cerulean Seas Campaign Setting. Copyright 2010, Alluria Publishing. All rights reserved. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
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  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
  
   
   
   
   
   
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  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Sea Squole 
  
   
   
   
   
   
   
   
  4 
   “In all my studies, never has there been more 
  interesting an ooze than a squole. As a child of no more 
  than 45 years, I recall reading in great detail of the 
  terrestrial squoles and their exciting link to the rarely-
  traversed paraelemental plane of ooze. How wonderful 
  would it be to be able talk to a living, thinking slime! 
  How unique and alien! It, at once, sparked my lifelong 
  ambition to study and catalogue ooze-kind as I have 
  been doing thoroughly since then.  
  It was not long after receiving my doctoral degree 
  from Delatar University, a prestigious school of sagery 
  among us sea elves, that I finally met my first squole. 
  Of course, all of the land squoles had long ago died out 
  during the Great Flood. This was a sea squole, and they 
  were the cutting edge study of ooze-lore at that time, 
  about two centuries ago. I was honored to meet her. She 
  seemed enthusiastic to speak with me as well. 
  Of course, I use the pronouns “her” and “she” out of 
  respect for the creature’s sapience. Sea squoles, like most 
  slimes and jellies, are entirely asexual. The sea squoles’ 
  physical adaptation was no-doubt an evolutionary 
  advantage. Sea squoles, having no coherent social 
  structure (also like most oozes), need the polite society 
  of other races to adopt them. That trait is a successful 
  one. Aside from the sea squole’s gooey body and 
  gurgling voice, even the vaguest form of a pleasant and 
  familiar-looking female did well to put me at ease. At 
  least, more-so than I would be sitting alone in a room 
  with a man-sized talking ooze that was merely a pile of 
  bubbling slime. 
  She told me her name was “Ethana,” wich took me 
  aback for a moment, as that was my own mother’s 
  name. It took a second thought to realize that Ethana is 
  a very common sea elven name, and, much like her 
  form, certainly helped her fit into an otherwise alien 
  society to herself.  
  Ethana was of green coloration, which I came to 
  understand (and is now common knowledge) that she 
  was a shore-dwelling variety that drew healing energy 
  from the sunlight, much like a water lily or squill. 
  Perhaps this is why this variety has netted the 
  nickname “squill” in recent years. A pleasant play on 
  words, and I am sure the sea squoles do not mind. They 
  are quite accommodating to the fads of popular culture. 
     
  During my long conversation with this eagerly 
  obliging slime woman, I found out that “squill” was 
  not her original subtype. This was a profound epiphany 
  for ooze-lore. In fact, Ethana originated from Dar 
  Elestri, a coral city. In her younger years, she was a 
  bright-red stinging squole! Through a process referred 
  to as “squole acclimation,” which even now we are just 
  starting to understand, she transformed into the lovely 
  green creature before me, and now entirely without 
  jellyfish venom.  
  I learned many valuable things from this 
  conversation, including some exquisite mysteries that I 
  have yet to unravel. One such wonder that I still ponder 
  came up quite serendipitously. To prepare for the 
  interview, I had placed out quite a diverse plate of hors 
  d'oeuvres (having no idea what a sea squole might find 
  palatable). I was surprised that, despite being 
  completely blind to color (and the entire spectrum of 
  light for that matter), Ethana favored treats with a 
  green hue, be they plant or shellfish. It turns out that 
  sea squoles can “taste” color! (and since their entire 
  body is effectively a means to bring food in, the sea 
  squole tastes by touch.) I still do not understand what 
  evolutionary advantage this feat might grant, or why 
  sea squoles favor food of their own hue. I do believe it 
  has something to do with acclimation, however. 
  Unfortunately, no historical or racial history could 
  be gleaned from this marvelous creature, or any other 
  sea squole for that matter. Sea squoles are (quite 
  tragically) cultural amnesiacs, having no sense of 
  society, where they came from, or even creation myths 
  to start with. Everything they are seems borrowed from 
  other races, including their form. In the oldest sea elven 
  libraries, the sea squole is rarely mentioned in the pre-
  flood era. Unfortunately, in those potential notations, 
  the description is so vague and incomplete it may as 
  well be referring to an abyssal rusalka, which aren’t 
  oozes at all. 
  We may never know if there is a link between the sea 
  squole and the terrestrial squoles of yore. Could these 
  creatures be linked to the paraelemental plane of ooze or 
  are they simply a product of convergent evolution? This 
  is something I will endeavor to discuss in the next 
  seventeen chapters.” 
     −From the Memoires of Soilevi Denae, 
  Grand Master Ooze Sage 
   
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:  Sea squoles differ 
  significantly in appearance from their terrestrial 
  counterparts, save for the fact that they are both 
  humanoids composed entirely of monochromatic, 
  semi-translucent ooze. There are many theories on this 
  matter, and the core of the issues might be best 
  discussed in the disparities between the two species. 
  Sea squoles, for example, despite having distinct 
  types like land squoles do, lack any discernable 
  affinity for the inner planes. Even the polar sea squole, 
  who has the same sort of resistance to cold as a blue 
  land squole, draw no apparent energy from the 
  paraelemental plane of ice. Furthermore, the polar 
  squole’s resistance seems entirely biological, as they 
  share the same chemical compounds present in 
  natural cold water fishes that grant similar protections.  
  In addition, while land squoles have both male and 
  female forms, all sea squoles appear to be female. 
  However, both species are actually asexual, and the 
  forms are merely species mimicry. Unlike land 
  squoles, sea squoles may have evolved their 
  appearance over time as some sort of survival trait.  
  Sea squoles also have a lot more diversity in form 
  than land squoles. Facial features, body types, and 
  even “hair” styles vary greatly from individual to 
  individual. Like the drylander cousins, sea squoles 
  also come in many different colors, and the hue often 
  indicates their subtype. 
  Lastly, sea squoles seem a bit less “cohesive” than 
  terrestrial species. They drip, ooze, and seem in a 
  constant state of melting and re-forming. Rarely do 
  they manifest feet at all, instead featuring a flattened 
  blob while swimming, or a pool of ooze while 
  standing. In many ways they appear to reflect the 
  element that they live in. 
  These differences led many sages to speculate that 
  sea squoles and their terrestrial counterparts are not 
  related at all, and merely an example of convergent 
  evolution. Still, some scholars ascertain that the sea 
  squole may be an earlier branch of the squole family 
  tree, discarded and forgotten among squole kind. 
  Certainly, sea squoles lack the “perfection” that land 
  squoles strive for, though they also lack the land 
  squole’s signature aspirations to be human. Most sea 
  squoles, in fact, seem perfectly content being sea  
   
  squoles, and have never even heard of humankind.  
  While the bodies of sea squoles mimic most of the 
  features that would be found on a human female, it is 
  in shape only.  No facial features are actually 
  functional or moving; a sea squole’s eyes do not move 
  or see, its nose and ears have no inlets, and its mouth 
  does not open.  They lack organs, and are somewhat 
  translucent; light passes through them as it does 
  through murk-tinted water.   
  When sea squoles move, they appear to bend in all 
  the wrong places and are capable of motions that 
  would pale even the most skilled contortionists. Their 
  voices consist of androgynous muffled gurgles.  Sea 
  squoles have no discernable odor, and do not attract 
  predators when wounded. 
  Sea squole have five distinct subtypes. The most 
  common, often referred to as a squill (named after a 
  common seaweed). Squills prefer warm coastal 
  environments and range in color from green to yellow. 
  Stinging squoles are also well known, preferring 
  shallow coral reefs as their homes. They are typically 
  red or orange in color. In fiskheim, polar squoles can 
  be found. They are often cloudy white or light blue in 
  color. Polar squoles are often confused with twilight 
  squoles who are also blue in color, but usually a much 
  darker blue or even blue-green color. Twilight squoles 
  inhabit the waters at the edge of darkness. In even 
  deeper depths, and rarest of all, the colorless abyssal 
  squole dwells amid the deepest sea bed. 
  ECOLOGY & SOCIETY: Sea squoles can change their 
  subtype in a process sages call “squole acclimation.” A 
  sea squole simply takes up residence in an 
  environment common to the subtype they wish to 
  acquire, and adopts the eating habits of a sea squole 
  common to that area. After roughly six weeks of this 
  regimen, the squole changes color and gains an 
  entirely different subtype, while losing its old subtype. 
  It can repeat the process as often as it likes. 
  Despite their suggestive form, sea sqoules lack gender 
  and reproductive facilities. In fact, squoles are made-up 
  entirely of homogenous, multifunctional cells. Squoles 
  reproduce rarely, as the decision is both premeditated 
  and ultimately fatal. The mechanics of this is represented 
  by the “Split Subtype” feat. The sea squole gains this feat, 
  thereby gaining two subtypes at once. Afterwards, the 
  sea squole loses the ability to acclimate, and has nine 
  
   
   
   
   
   
   
   
  6 
  years, 2 months, and 1d6 weeks to live. When the time 
  is up, the sea squole will split into two first level sea 
  squoles of the two different subtypes. The new sea 
  squoles often depart from each other after only a few 
  days, as they are fully functional adults with 
  rudimentary memories of their originator. Squoles live 
  about as long as humans. 
  Squoles are omnivorous, and can ingest any organic 
  material simply by engulfing it into any section of their 
  body. Food is digested in a matter of minutes, a process 
  visible to observers through the squole’s transparent 
  skin. They can choose what they wish to ingest, expelling 
  unsavory materials at will. A squole’s sense of taste and 
  smell is very discerning, and they can often tell one 
  individual from another by its scent. 
  Sea squoles have no society to speak of, instead 
  adopting the practices of other sentient races in their 
  environment. Likewise, they have no traditions of their 
  own. Thus, they have no recollection or theories of their 
  own origins and seem to lack any ethnic cohesion. 
  RELATIONS TO CORE RACES:  Squoles tend to adopt 
  the attitudes of the majority of sentient races 
  including prejudices and affinities.  It is 
  common for a sea squole to assimilate the 
  culture of another race, especially those 
  races that appear the most like 
  themselves in form such as the sea elves, 
  selkies, genai, and even seafolk. Most 
  races see squoles as generally benevolent, 
  but most assuredly a little disgusting. 
  Sea squoles generally adopt the same 
  attitude towards strange races as the local 
  populace; which can sometimes seem very 
  illogical considering they are a fairly 
  unusual race themselves.  
  ALIGNMENT & RELIGION:  Like land 
  squoles, sea squoles aspire to make a good 
  name for ooze-kind. They typically model 
  their personality and role after positive 
  role models in their adopted society. 
  These role models are studied 
  extensively and incorporated into the 
  sea squole’s mannerisms, outlook, and 
  character alignment. This is an ongoing 
  process, and a sea squole is constantly 
  observing and changing, endeavoring to be benevolent 
  by the standards of their assumed culture. Lacking any 
  culture or traditions of their own, sea squoles are often 
  non-religious unless their role models are also religious. 
  ADVENTURERS:  Sea squoles are simple and direct 
  creatures, generally gravitating towards less 
  sophisticated means of combat. An overwhelming 
  majority of sea squoles are barbarians, fighters, and 
  monks. Light or no armor is ideal for a sea squole, as it 
  maximizes their ability to move freely. Melee combat 
  is favored, as that is where a squole has the most 
  advantage. They commonly avoid long range combat, 
  as their senses do not permit it.  
  NAMES: Sea squoles adopt the most common names 
  in their society, often finding that a familiar name 
  helps to alleviate some of their alienness. Sometimes, 
  they will have several names, one for each location 
  they frequent.  
   
  
   
   
   
   
   
  7 
    
  Sea Squole Racial Traits 
      +2 Dexterity, +2 Constitution, -2 Intelligence:      
         Sea squoles are unnaturally sturdy and flexible,     
         though they are not especially smart. 
    Racial Buoyancy: 60, Depth Tolerance: Immune to  
        pressure effects. 
    Medium:  Sea squoles are Medium-sized creatures      
        with no bonuses or penalties due to size. 
    Normal Swim Speed: Sea squoles have a base swim  
        speed of 30 feet. 
    Landwalker: Sea squoles can move on land at a 
  speed of 20 feet. 
    Cutaneous Respiration: A sea squole “breathes”  
       through its skin both in and out of water equally  
       well. 
   Blind: Sea squoles cannot detect objects or creatures by     
        sight. They cannot make Perception checks to  
        visually notice things beyond the range of their  
        blindsight. Squoles cannot discern color, read written  
        text, or see incorporeal creatures. They are immune  
        to gaze attacks, visual effects, illusions, and other  
        attack forms that rely on sight. 
    Blindsight (30 feet): Using sensitivity to vibrations,  
       the sea squole maneuvers and fights as well as a  
       sighted creature within a 30-foot range. Invisibility,  
       darkness, and most kinds of concealment are  
       irrelevant, though the creature must have line of  
       effect to a creature or object to discern that creature or  
       object.  
            A sea squole usually does not need to make   
       Perception checks to notice creatures within range   
       of its blindsight ability. Excessive vibrations or loud  
       sounds provide concealment to those within range of  
       the blindsight at the adjudication of the Gamemaster. 
    Humanoid Ooze:  A sea squole has only a few common 
  traits consistent with other oozes, due to its 
  permanent humanoid form.   Squoles cannot be 
  stunned and do not take additional damage from 
  precision-based attacks, such as sneak attack. In 
  addition, squoles are immune to poison and sleep 
  effects. They can however be subject to critical hits, 
  flanking, paralysis, and polymorph, just as other 
  humanoids are. Squoles eat and breathe, but do not 
  sleep.   
     Water Dependent: Sea squoles can survive out of  
       water for 1 hour per 2 points of Constitution.    
     Boneless: Sea squoles can move in ways that other  
       creatures cannot. A squole gains a +2 racial bonus on  
       Acrobatics and Escape Artist skill  checks. In addition,  
       the sea squole gains a +1 bonus on its Combat  
       Maneuver Bonus and Combat Maneuver Defense.  
     
   
  Subtype Traits: At  character creation a sea squole  
       must choose one subtype from the choices below.  
       This choice can be changed, but only after weeks of  
       acclimation to a particular environment (see  
       Ecology for details). 
  Abyssal: Due to its ability to become completely clear, 
  an abyssal squole is difficult to discern in an aquatic 
  environment. A DC 15 Perception check is required 
  to notice a motionless and unclothed abyssal squole. 
  Polar: The polar squole has Resist cold 5.  
  Squill: In direct sunlight, the squill gains Fast Healing 
  2.  Squills can heal up to 2 hit points per level per day 
  with this ability, after which it ceases to function. 
  Stinging: Any creature attacking a stinging squole 
  with natural weapons or an unarmed strike takes 1 
  point of acid damage. A creature that grapples a 
  stinging squole takes 1d3 points of acid damage each 
  round it does so. They are immune to their own acid. 
     Twilight: The twilight squole can (at-will) cause her 
  body to shed as much light as a torch. In addition, a 
  twilight squole can create a bright flash of light once 
  an hour.  When she does so, all creatures in a 10-foot 
  burst must make a DC 15 Fortitude save or be 
  dazzled for 1d3 rounds. 
  Languages: Sea squoles begin play speaking Common. 
       Sea squoles with high Intelligence scores can choose  
       any of the following: Aquan, Delatari, Halbok,       
       Nixish, Lok'tar,               Salatari, and Sylvan. 
    
   
   
   
   
  
   
   
   
   
   
   
   
  8 
  Sea Squole Vital Statistics 
   
  RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  1 year 
  +1d4 
  +1d6 
  +2d6 
   
  RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  NA/Female 
  5.ft. 4 in 
  +1d6 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  35 years 
  50 years 
  65 years 
  65 +2d10 years 
   
  Racial Feats 
  The following feats are available to a morgen character 
  who meets the prerequisites. 
   
   
  DELIQUESCE 
  Once per day per level, you can ooze out of bonds and 
  grapples.  
  Prerequisites: Sea Squole 
  Benefit:  Once per day per character level, as a 
  swift action, you can automatically escape a grapple or 
  free yourself from all bonds or shackles. 
   
  ENHANCED SUBTYPE 
  Your subtype abilities become more powerful.  
  Prerequisite: Sea Squole, 5th level 
  Benefit:  An abyssal squole continues to remain 
  difficult to discern while moving half their normal 
  speed, so long as they are doing nothing else (such as 
  attacking or quaffing a potion). A polar squole’s Resist 
  cold increases to 10. A squill’s fast healing rate 
  increases to 3 hit points per level per day. A stinging 
  squoles acid does 1d3 versus an unarmed strike and 
  1d6 when grappled. A twilight squole can use her 
  flash ability twice per hour. 
  Special: If you change your subtype, the new 
  subtype is automatically affected by this feat 
  accordingly. 
  If you have the Split Subtype, this feat can be taken 
  twice, each time applying to a different subtype.  
   
  FLUID FORM 
  You have mastered fluidity of form. 
  Prerequisite: Sea Squole, 7th level 
  Benefit:  You can cast fluid form (ADVANCED 
  PLAYER'S GUIDE) as a spell-like ability once per day. 
   
  SHARPENED SENSES 
  You have honed your blindsight to be more acute. 
  Prerequisite: Sea Squole, Wis 13. 
  Benefit:  Your blindsight range gains an additional 
  number of feet equal to 5 times your Wisdom bonus (if 
  any). For example, if your Wisdom bonus is +3, your 
  blindsight extends to 45 feet.  
   
  SLIPPERY 
  You are particularly hard to hold onto. 
  Prerequisite: Sea Squole 
  Benefit:  You gain a +4 racial bonus on all Escape 
  Artist checks to slip free of bonds and squeeze into 
  tight spaces, and you can squeeze through spaces as 
  though you were one size category smaller than their 
  actual size. 
   
  SPLIT SUBTYPE 
  You can have two subtypes, and are on your way to 
  parenthood. 
  Prerequisite: Sea Squole, younger than middle age, 
  acclimation to a new environment (see ecology). 
  Benefit:  You gain a new subtype and keep your 
  old one. You gain the abilities of both subtypes, and 
  your slime-color changes to a mixture of the two (like 
  paint of the same colors). 
  Special: Once taking this feat you have nine years, 
  2 months, and 1d6 weeks to live. When your time is 
  up, you will split into two first level sea squoles of the 
  two different subtypes, each with only foggy 
  memories of who you were once were. Nothing short 
  of a wish can save you from this fate. 
   
  WATER WEIGHT 
  You alleviate your water dependency by carrying 
  water inside you. 
  Prerequisite: Sea Squole 
  Benefit:  You have learned how to fill your body 
  with water, thus temporarily alleviating your water 
  dependence for up to 48 hours. Unfortunately, it also 
  adds 60 lbs to your encumbrance, and reverses yours 
  buoyancy to -60.  
  
   
   
   
   
   
  9 
  Slime Balls 
       When alchemists and wizards studied sea squoles, 
  they made many wonderful discoveries. Slime balls 
  are the fruits of their labor and combine both magic 
  and ooze in new and wonderful ways.    
       When discovered, a slime ball appears as nothing 
  more than a monochromatic, hardened rubber ball of 
  about 6 inches in diameter.  In this deactivated form, it 
  has no special powers though it radiates faint 
  alteration magic. It is activated by knocking it against 
  a solid surface, at which point it erupts into a specific 
  ooze-form, the powers of which varies by its specific 
  description. Slime balls follow telepathic commands 
  from the person who activated them, and otherwise 
  just bob up and down and perform no actions, 
  including defending themselves. The range of the 
  telepathic control is 50 feet. The slime ball can perform 
  only one activity at a time, but it repeats the same 
  activity over and over again if told to do so as long as 
  its master remains within range. A slime ball remains 
  activated until slain or commanded to deactivate.  
   
  SLIME BALLS 
     Slime balls are living magic items that share the 
  same basic statistics. When slain, they revert to inert 
  spheres of rubber which can then be destroyed 
  normally (hardness 4, 5 hit points). A slime ball 
  rendered inert in this fashion cannot be activated 
  again for another 24 hours. 
   
   
  SLIME BALL 
  CR 2 
   
  XP 600    
  N Small ooze 
  Init +6; Senses blindsight 60 ft.; Perception -5 
  Racial Buoyancy: 30  Depth Tolerance: Immune to Pressure 
  DEFENSE 
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) 
  hp 19 (3d8+3); fast healing 2 
  Fort +2, Ref +3, Will -4 
  Immune ooze traits 
  OFFENSE 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee slam +4 (1d4 +3 plus grab) 
  Special Attacks constrict (1d4 +3) 
  STATISTICS 
  Str 17, Dex 15, Con 13, Int 2, Wis 1, Cha 1 
  Base Atk +2; CMB +4 (+8 to grapple), CMD 16 (cannot be 
  tripped) 
  Feats Improved Initiative, Skill focus (stealth) 
  Skills Climb +15, Stealth +17; Racial Modifiers +4 Stealth 
  SQ ooze traits 
   
  SLIME BALL, GOO KEEPER 
  Aura moderate transmutation; CL 11th. 
  Slot none; Price 1,050 gp; Buoyancy:  0 bu. 
  STATISTICAL CHANGES 
  Racial Buoyancy:  0 
  Immune water currents 
  DESCRIPTION 
       Once activated, the goo keeper becomes a 
  globulous yellow orb trailing several whip-like 
  tentacles, and vaguely resembles a jellyfish. As a 
  full-round action, the goo keeper can wrap its 
  tentacles around a Medium-sized or smaller 
  object or willing creature, thus providing the 
  target with neutral buoyancy and immunity to 
  water currents. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, animate 
  objects, control currents, neutralize buoyancy; Cost 
  525 gp. 
   
  SLIME BALL, JELLY FISH 
  Aura moderate divination and transmutation;      
       CL 11th. 
  Slot none; Price 8,300 gp; Buoyancy:  30 bu. 
  STATISTICAL CHANGES 
  Speed swim 120 ft. (has no land or climb speed) 
  DESCRIPTION 
       An activated jelly fish looks like a sea bass 
  composed entirely of green slime. The jelly fish 
  can deliver messages as if affected by the animal 
  messenger spell. Once the jelly fish has delivered 
  its message, it vanishes in a cloud of murk and 
  returns unerringly to its master via teleportation. 
  If the slime's master is no longer on the same 
  plane as the jelly fish when this event occurs, it 
  merely reverts to inert form and floats to the 
  surface, awaiting a new owner to find and claim 
  it for its own use. 
       The jelly fish can also be used to store up to 
  three paper scrolls including magical ones. 
  When holding a scroll, both the jelly fish and its 
  contents are under the continuous effects of a 
  nondetection spell . Any scrolls inside the jelly fish 
  are destroyed when the jelly fish is deactivated.  
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, animal 
  messenger, animate objects, nondetection, teleport 
  object; Cost 4,150 gp. 
  
   
   
   
   
   
   
   
  10 
  SLIME BALL, SCUM BAG 
  Aura moderate transmutation, moderate  
        conjuration; CL 11th. 
  Slot none; Price 8,300 gp; Buoyancy:  30 bu. 
  DESCRIPTION 
       When a scum bag is activated, it becomes a 
  frog-like brownish red ooze. The scum bag’s 
  mouth opens into a nondimensional space: its 
  inside is larger than its outside dimensions. 
  Regardless of what the scum bag eats, its 
  buoyancy (and weight) never changes. The scum 
  bag’s capacity is 40 cubic feet. 
       If the scum bag reverts to its inert form or it is 
  overloaded, its contents are all ejected into a 
  random location on the astral plane. If living 
  creatures are swallowed by the scum bag, they 
  can survive for up to 10 minutes, after which 
  time they suffocate. Magic items swallowed by 
  the scum bag do not offer any benefit to the 
  scum bag. 
     The scum bag can retrieve any one item 
  contained inside it for its master once per round. 
  Alternatively, it can eject any item contained 
  inside it into a random location on the astral 
  plane, if directed to do so by its master. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item,  animate 
  objects, secret chest; Cost 1,150 gp. 
   
   
   
   
   
   
   
   
   
  SLIME BALL, SLUDGE DRUDGE 
  Aura strong transmutation; CL 14th. 
  Slot none; Price 27,500 gp; Buoyancy:  30 bu. 
  STATISTICAL CHANGES 
  Int 10, Wis 10 (sludge drudges are significantly  
       more sapient than other slime balls) 
  Spell-Like Abilities (CL 11) 
         1/day-cure light wounds, light, mending 
  Skills Craft (alchemy) +2, Craft (leatherworking)  
       +2, Heal +2 (Racial Modifiers Craft  
       (alchemy) +2, Craft (leatherworking) +2,  
        Heal +2) 
  DESCRIPTION 
      The sludge drudge, once activated, becomes 
  vaguely humanoid purple ooze. The sludge 
  drudge is well suited to perform all manner of 
  menial tasks, and is intelligent enough to do 
  them. It is the only slime ball capable of 
  preforming tasks on its own accord, though it 
  remains completely obedient to its master. 
  Unfortunately, its memory is completely erased 
  every time it is deactivated. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, animate 
  objects, awaken construct, bestow insight, cure light 
  wounds, light, mending; Cost 13,750 gp. 
   
   
   
  
   
   
   
   
   
  11 
  Prestige Class: The Limomancer 
  "Just like fishing for eels; in still waters you catch nothing, 
  but if you thoroughly stir up the slime..." 
   
  Limomancers are the willing representatives 
  of ooze-kind. They have learned how to work 
  with non-sentient oozes, slimes, and jellies and 
  use them to further their cause. A limomancer’s 
  goal is to cultivate a positive relationship 
  between the denizens of ooze and the Cerulean 
  Seas. Their hope is that the next time an 
  adventurer encounters these creatures, they see 
  an opportunity for positive gain, instead of an 
  adversary that needs to be destroyed. 
  The abilities of a limomancer allow them to 
  better locate and interact with ooze-kind. At 
  higher levels, they can even summon an ooze to 
  aid them in combat. In addition, closeness to 
  these creatures has given a limomancer the ability 
  to assume an amorphous form. 
  Role: Most limomancers have supporting roles 
  and keep to the edge of battle while launching  
  slimes and oozes in for attack. A few use their 
  ooze-like abilities to aid them in the thick of 
  combat. Some even serve as scouts and spies due 
  to their unique movement and vision capabilities. 
  Alignment: Limomancers are usually neutrally 
  aligned in some aspect.  
  Hit Die: d8. 
   
  REQUIREMENTS 
  To qualify to become a limomancer, a 
  character must fulfill all of the following criteria. 
  Race: Sea Squole. 
  Skills: Craft (alchemy) 3 ranks, Knowledge 
  (dungeoneering) 5 ranks, Knowledge (nature) 5 
  ranks. 
  Feat: Deliquesce 
  Spells: Ability to cast Summon Sea’s Ally III.  
   
   
  CLASS SKILLS 
  The limomancer’s class skills (and the key 
  ability for each skill) are  Craft (alchemy) (Int), 
  Handle Animals (Cha), Knowledge 
  (dungeoneering) (Int), Knowledge (nature) (Int), 
  Perception (Wis), and Survival (Wis). 
   
  Skill Ranks at Each Level: 4 + Int 
  modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the 
  limomancer prestige class. 
  Weapon and Armor Proficiency: Limomancers 
  gain no proficiency with any weapon or armor. 
  Spells per Day: When a new limomancer level  
  is obtained, a limomancer gains new spells per 
  day as if he had also gained a level in a divine 
  spellcasting class he belonged to before adding 
  the prestige class. He does not, however, gain any 
  other benefit a character of that class would have 
  gained. This means that he adds the level of 
  limomancer to the level of whatever other divine 
  spellcasting class the character has, then 
  determines spells per day, spells known, and 
  caster level accordingly.    If a character had more 
  than one divine spellcasting class before 
  becoming a limomancer, he must decide to which 
  class he adds the new level for purposes of 
  determining spells per day. 
  Ooze Whisperer (Ex): A limomancer gains a 
  +4 competence bonus to all Perception checks or 
  Dungeoneering checks to find or identify any 
  oozes and other amorphous creatures in their line 
  of sight. In addition, they can communicate with 
  oozes, ask them questions, and receive answers 
  back. The average ooze's sense of its environment 
  is limited, so it won’t be able to give (or 
  recognize) detailed descriptions or answer 
  questions about events outside its immediate 
  vicinity. The ability does not make oozes any 
  more friendly or cooperative than normal. 
  
   
   
   
   
   
   
   
  12 
   
       Summon Ooze (Ex): A limomancer can use 
  Summon Sea’s Ally spells to summon powerful 
  oozes. Oozes summoned in this manner always 
  have the maximum number of hit points possible 
  for its hit dice. At 2nd level, the giant amoeba is 
  added to the 2nd level list. At 4th level, the crystal 
  ooze and pseudosquole are added to the 4th level 
  list. At 6th level, the globster is added to the 5th 
  level list. At 8th level, the mustard jelly is 
  added to the 6th level list. The mustard 
  jelly can be found in TOME OF 
  HORRORS COMPLETE. The crystal 
  ooze, giant amoeba, and 
  globster can be found in the 
  PATHFINDER ROLEPLAYING 
  GAME BESTIARY 1, 2, & 3, 
  respectively. 
  Acid Resistance (Ex):  
  At 3rd level, a limomancer 
  gains Resistance to acid 
  equal to his limomancer 
  level. 
  Slime Shot (Ex): Also at 
  3rd level, a limomancer can 
  launch self-propelled 
  balls of  slime at an 
  opponent with a 
  range increment of 
  15 feet, as if it  
   
  were a ranged weapon on dry land (the balls of 
  slime blindly swim towards their target at high 
  speed). Each ball does acid damage equal to 1d6 
  + the level of limomancer. If an opponent takes 
  damage from this attack, he is also entangled for 
  one round from viscous slime. 
  At 3rd level, a limomancer can use this ability 
  once per day, but gains another use per day every 
  other level thereafter (5th, 7th, and 9th). At 7th 
  level, the range increment increases to 25 
  feet.  
  Amorphous Body (Ex): At 5th level, a 
  limomancer’s body becomes as malleable 
  as other oozes. It is immune to critical 
  hits, and can move through an area 
  as small as one-quarter his 
  space without 
  squeezing or one-
  eighth its space 
  when squeezing. 
  Ooze Traits (Ex): 
  At 10th level, a 
  limomancer 
  becomes immune 
  to flanking, 
  paralysis, 
  and  
  polymorph.  
  TABLE: THE  LIMOMANCER 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +1 
  +1 
  +0 
  Ooze Whisperer 
  +1 of existing divine spellcasting class 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Summon Ooze (Giant Amoeba) 
  +1 of existing divine spellcasting class 
  3rd 
  +2 
  +2 
  +2 
  +1 
  Acid Resistance,  Slime Shot (1/day) 
  +1 of existing divine spellcasting class 
  4th 
  +3 
  +2 
  +2 
  +1 
  Summon Ooze (Crystal Ooze, Pseudosquole) 
  +1 of existing divine spellcasting class 
  5th 
  +3 
  +3 
  +3 
  +2 
  Amorphous Body,   
  Slime Shot (2/day) 
  +1 of existing divine spellcasting class 
  6th 
  +4 
  +3 
  +3 
  +2 
  Summon Ooze (Globster) 
  +1 of existing divine spellcasting class 
  7th 
  +5 
  +4 
  +4 
  +2 
  Slime Shot (3/day) 
  +1 of existing divine spellcasting class 
  8th 
  +6 
  +4 
  +4 
  +3 
  Summon Ooze (Mustard Jelly) 
  +1 of existing divine spellcasting class 
  9th 
  +6 
  +5 
  +5 
  +3 
  Slime Shot (4/day) 
  +1 of existing divine spellcasting class 
  10th 
  +7 
  +5 
  +5 
  +3 
  Ooze Traits 
  +1 of existing divine spellcasting class 
  
   
   
   
   
   
  13 
  Sea Squole 
  Barely visible, a young woman brandishing a spear and 
  made entirely of clear ooze stands motionless on the sea 
  floor. At first, she seems inanimate, and then she turns to 
  face you. 
   
  SEA SQUOLE (ABYSSAL)                    
  XP 135   
  Sea squole warrior 1 
  NG Medium ooze (aquatic, humanoid) 
  Init +1; Senses Blind, Blindsight 30 ft., Perception 
  +2 
  Racial Buoyancy: 60  Depth Tolerance: Immune to 
  Pressure 
  DEFENSE 
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 13 (1d10+3) 
  Fort +5, Ref +2, Will +1 
  Resist acid 1 
  Immune stunning, precision attacks (sneak attack), 
  poison, and sleep effects. 
  OFFENSE 
  Speed 20 ft., Swim 30ft. 
   
  Melee spear +3 (1d8+3/�3) 
   
  STATISTICS 
  Str 15, Dex 15, Con 16, Int 6, Wis 12, Cha 10 
  Base Atk +1; CMB +4, CMD 16 
  Feats Deliquesce  
  Skills Perception +2; Racial Modifiers +2 
  Acrobatics, +2 Escape Artist 
  Languages Common 
  SQ transparent 
  ECOLOGY 
  Environment abyssal plains 
  Organization solitary, pair, or fek (4-8) 
  Treasure NPC gear (spear) 
  SPEACIAL ABILITIES 
  Transparent (Ex) Due to its ability 
  to become completely clear, an 
  abyssal squole is difficult to 
  discern in aquatic environs. A 
  DC 15 Perception check is 
  required to notice a motionless 
  abyssal squole. 
   
   
   
   
  Pseudosquole 
  A slimy green female mindlessly slithers toward you. 
  Though it looks just like a normal sea squole, its behavior is 
  highly aberrant.  
   
  PSEUDOSQUOLE 
  CR 3 
   
  XP 800    
  N Medium ooze (aquatic) 
  Init +5; Senses blindsight 60 ft.; Perception -5 
  Racial Buoyancy: 60  Depth Tolerance: Immune to Pressure 
  DEFENSE 
  AC 16, touch 11, flat-footed 15 (+5 natural, +1 Dex) 
  hp 33 (4d8+11) 
  Fort +4, Ref +3, Will -4 
  Immune acid, ooze traits 
  OFFENSE 
  Speed 20 ft., Swim 30ft. 
  Melee slam +4 (1d4+1 plus 1d6 acid) 
  Special Attacks constrict (1d6+4 plus 1d6 acid), corrosion. 
  STATISTICS 
  Str 13, Dex 13, Con 15, Int —, Wis 1, Cha 1 
  Base Atk +3; CMB +4 (+8 grapple), CMD 15 
  Feats Improved Initiative, Toughness 
  SQ ooze traits, sea squole mimicry (DC 15 Perception check is  
        required to notice that this creature is not a normal sea squole) 
  ECOLOGY 
   
  Environment temperate coast 
  Organization solitary or fakefek (3-12) 
   
  Treasure incidental 
   
  SPECIAL ABILITIES 
   
  Acid (Ex) An pseudosquole secretes a 
  digestive acid that dissolves flesh and 
  metal quickly, but does not affect stone 
  or plant matter. Each time a creature  
      suffers damage from a pseudosquoles   
           acid, its  clothing and armor take the  
                 same amount of damage from  
                   the acid. A DC 16 Reflex save  
                       prevents damage to clothing  
                         and armor. A metal weapon  
                           that strikes a pseudosquole  
                             takes 1d6 acid damage  
                                unless the weapon’s  
                                  wielder succeeds on a  
                                  DC 16 Reflex save. If a    
                                   pseudosquole remains                               
                                    in contact with a metal  
                                    object for 1 full round,   
                                     it inflicts 14 points of   
                                     acid damage (no save)  
                                     to the object. The save  
                                      DCs are Con-based. 
                                      Corrosion (Ex) An  
                                     opponent that is being  
                                    constricted by a    
                                  pseudosquole suffers a   
                                 -4 penalty on Reflex  
                               saves made to resist acid  
                              damage applying to  
                                     clothing and armor. 
   
   
   
  CR  1/3 
  
   
   
   
   
   
   
   
  14 
  Sea Squoles in Your Game 
  Sea squoles offer an opportunity to add a character 
  to the aquatic adventuring party who has very 
  different strengths and weaknesses when it comes to 
  senses. While blindsight has several distinct rewards 
  (see in the dark, immune to blindness, etc.), there are 
  also numerous drawbacks. The first is that sea squoles 
  are extremely nearsighted…a foe that is only 35 feet 
  away is effectively invisible. This creates a certain 
  balance, where the squole will have the advantage in 
  some situations, and disadvantage in others. 
  Consequentially, the sea squole may face more of a 
  struggle in some games than in others. Scenarios with 
  an overwhelming majority of long range opponents 
  may be extremely challenging for a sea squole who 
  won’t be able to see these adversaries. On the other 
  hand, if opponents rely on invisibility or darkness, the 
  sea squole will have the upper hand. Luckily, in 
  undersea combat, long range opponents are rare, as 
  ranged weapons and visibility are limited by default. 
  Sea squoles in this text are presented as a fairly 
  fresh race to the world.  Their rarity, lack of coherent 
  culture, and absence of significant population centers 
  allows the Game Master to introduce them as needed. 
  They do not need to be intertwined with your existing 
  campaign history. This allows them to be placed in 
  virtually any aquatic campaign setting with little 
  work. As is, they require almost no adjustment to your 
  world to begin play immediately.  
  Since the origin of sea squoles is ripe with 
  uncertainty, each campaign can provide its own 
  unique set of historical clues. If the sea squole and the 
  terrestrial squole are entirely unrelated, the squole 
  could have naturally evolved from creatures such as 
  the crystal ooze or mustard jelly. Another possibility is 
  that they are the remnants of humans bargaining for a 
  way to survive in an aquatic environment through 
  extreme alchemical means. 
   Whatever the case, sea squoles will make a 
  welcome addition to your Cerulean Seas game with a 
  new way to see things, an unusual option for a player 
  seeking to play a grappler or melee type, or even a fun 
  alternative for those who want to explore a more alien 
  side of 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 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder  RPG  Core  Rulebook.  Copyright  2009,  Paizo  Publishing,  LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009,  Alluria  Publishing; Author: Emily Kubisz 
  Cerulean Seas Campaign Setting, Indigo Ice, Azure Abyss, & Celadon Shores.  Copyright  
  2010-2016,  Alluria  Publishing; Authors: Emily Kubisz, Sam Hing, and Matthew Cicci 
  
   
   
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
        
   
   
   
     
   
  Add New Life to your  
  Cerulean Seas Game! 
   
  The REMARKABLE RACES SUBMERGED  
  supplements are colorfully illustrated PDF 
  tomes, 100% compatible with the 
  PATHFINDER ROLEPLAYING GAME and the 
  CERULEAN SEAS CAMPAIGN SETTING that 
  give rules for playing new and unusual  
  PC races. Each book contains all you need to 
  play a character of one new race & more! 
  Races were designed to fit into nearly any  
  Cerulean Seas campaign (including INDIGO 
  ICE, AZURE ABYSS, and CELADON SHORES). 
  With versatile and non-intrusive back 
  stories, these creatures can be spontaneously 
  added to any setting. Mix and match to suit 
  your world. Whether you are a GM looking  
  for new options, or a player seeking 
  something different, the "Remarkable 
  Races" line by Alluria Publishing will 
  breathe new life into your game! 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Sea Squole.pdf