Wednesday, June 6, 2012


I've been remiss updating this. The trials and tribulations of finishing your MA and raising a baby! Here's a new race I hope you'll enjoy. Racial feats forthcoming.

“There are no accusations, justfriendly crustaceans, beneath the ocean!”
-Pollo,Molly Comedian
Livingon coral atolls and small islands far out on the open sea, from a distance fewwould immediately realize mollies are anything but normal humanoids, perhapswearing somewhat bizarre hats and gloves. Up close, though, no one would evermake such a mistake. Mollies are about as different biologically from humans,elves, and dwarves as one can get aside from various aberrations or magicalbeings, but their adaptations to life on land and tool use has transformed theminto something both remarkably similar and sharply alien to the other humanoidraces.
Molliestypically live out their lives amongst their own kind in rigidly hierarchicalsocieties dominated by a ruling cabal of elder females. They trade with both sea-dwellingand sea-faring races, but their exposure is generally minimal due to theremoteness of their island abodes. On occasion a molly feeling crushed by thepressure of their strict culture will choose to leave and become a traveler,merchant, or adventurer, and it is only through this that those who don’t sailon or live under the waves get to meet a molly.

Molly Racial Traits
Mollies,despite their different heritage, fundamentally are built similarly to thehumanoid races. They walk around on two limbs, possess a pair of graspingappendages, have a head wherein sensory and consumption organs are located, andall of these things are attached to what could pass for a torso. Thedifferences are in the details. Mollies are likely descended from chamberednautiluses, and some wizards have even speculated that they might be the resultof thousands of years of isolation of a small population of awakened nautiluses– although never in front of a molly! Thus their most prominent feature istheir shell – every molly’s head is capped with an impressive aragonite shell spiralingbackwards from their brow. Their faces have large eyes with undulating,w-shaped pupils and small, sharp beaks hooked like a parrots; they have nonoses, but instead possess chemoreceptors in their suckers and beak which allowthem to “taste” their environment to a similar, but more intimate, effect.  In the center of their fleshy chest is alarge aragonite plate which they can use to close up the entrance to theirshell once they withdraw if they feel threatened. Their two arms are lined withsuckers, which they use to manipulate objects, but they also possess threesmall tentacles in a ring at the end of each of their arms, each of which istipped with a sucker as well, which they use in a similar way to human handsand fingers.  Their legs are thick andsturdy, but instead of feet, they possess stumps ending with large suckerswhich allow them to maintain traction even on slick or uneven surfaces. Molliesusually wear only functional items of clothing, and their skin is brightlycolored and changes with their moods, although only the most skilled molliescan use it to help camouflage themselves.
·        +2 dexterity, -4 strength. A molly’slack of bones allows them immense flexibility, but limits the amount of forcethey can apply, particularly on land.
·        Monstrous humanoid: Mollies are of themonstrous humanoid type, and thus are not affected by spells such as charm person.
·        Medium: As medium creatures, mollieshave no special bonuses or penalties due to size.
·        Amphibious (Ex): Mollies can breathe onland and underwater with equal ease.
·        A molly’s base land speed is 20 feet.They also possess a swim speed of 10 ft, granting them a +8 racial bonus onswim checks and the ability to take ten when rushed or threatened.
·        Darkvision: Mollies can see in the darkup to 60 feet. Darkvision is black and white only, but it is otherwise likenormal sight, and mollies can function just fine with no light at all.
·        Suckers (Ex): +4 racial bonus on climband grapple checks due to their ability to grasp and hold on voraciously.
·        Shell (Ex): A mollies shell grants thema +2 natural armor bonus. As a standard action which does not provoke an attackof opportunity a molly can withdraw into their shell, if they feel threatenedor in danger. Doing so increases their natural armor bonus from +2 to +6, aswell as changing their effective size for combat modifiers from medium todiminutive. This grants them an additional +4 to AC. A molly who has withdrawninto their shell can peak out through the opening and can quickly react by shootingout a tentacle to dodge incoming attacks, and thus they retain their ability tosee and evade while withdrawn, although they suffer a -4 penalty to spot andlisten checks due to their limited perspective. A withdrawn molly cannot,however, move at all, not even five feet, nor can they perform any actionsrequiring gross movement or somatic components, such as attacking and mostspellcasting. Purely mental actions, as well as verbal only actions likesinging, speaking, and certain forms of spellcasting, can, however, beperformed without penalty. Exiting the shell is also a standard action whichdoes not provoke.
·        Flexible (Ex): Mollies can bend everywhich way due to their complete lack of a skeletal structure. They gain a +2racial bonus on all dexterity related checks, and a +8 racial bonus on escapeartist checks (does not stack). However, they cannot ever squeeze through a hole smaller than can let their shell getthrough (typically approximately 1ft. x 1ft.).
·        Bizarre Anatomy (Ex): Mollies cannot wearor benefit from magical headgear, hats, or helmets, due to their shell, norfrom magical boots, since they lack normal feet. Items may be specially made tofit around molly shells in the manner of a crown or laurel or feet in themanner of a legwarmer to allow them to make use of these slots, but such itemscost 25% more. These items may be freely worn by normal humanoids, but theymight look a bit silly.
·        Regeneration (Ex): Mollies canregenerate from severe bodily wounds more easily than others. Severed limbs areonly a temporary inconvenience. Although they do not heal hit point damage anymore rapidly than other races, a molly who is in saltwater for at least eighthours a day can regenerate a lost limb or severely damaged organ (such as blindedeyes) in 1d4 weeks. Mollies can even survive being decapitated, such as by avorpal sword, if it occurs in saltwater; they will regenerate their torso andall four limbs in 4d4 weeks, although they are completely helpless during thistime, and may need help eating. This ability gives them no special immunity tohit point damage, and they still die upon reaching -10 hit points.
·        Automatic Languages: Aquan, Undercommon.Bonus Languages: Common, Sylvan, Elven, Locathah, Sahuagin, Darfellan, Hadozee,Draconic.
·        Favored Class: Druid and Ranger

Molly Society
Mollieslive in small, isolated communities scattered throughout the tropical andsubtropical oceans, usually on coral atolls or islands near coral reefs.
                Lands: As noted, mollies usually live on isolated islands far outin remote areas of the ocean.  They dwellprimarily on the land, only descending to the depths to fish or gather otherresources from the ocean, or treat with undersea races. Their islands areusually lush, tropical paradises, and they cultivate the forests and jungles onthem and the coral reefs below them to provide for their own sustenance.Although not a violent race by nature, mollies are generally territorial, andso do not typically share their islands with other sentient races, onlywildlife.
                Settlements: Molly settlements vary from small agglomerations ofhuts on sandy isles to enormous structures of cultivated coral shaped intoskyscraping towers rising from the surf on the more productive atolls. Molliesprefer a special species of coral they have cultivated to continue to grow inthe air as long as it is watered generously with saltwater for their buildings,thus making them architects of nature. Building a molly settlement is more likeplanting a garden than constructing a house, and they can be quite a sight tobehold. Even the largest molly settlement, though, rarely houses more than afew hundred individuals, since even the most productive coral atoll tends to befairly small in diameter, thus limiting their expansion considerably.
                Power Groups: Each molly settlement is ruled by a group of bred femalesknown as the Spent. Mollies mate only once in a lifetime, releasing theirplanktonic spawn into the seas, who typically return to the same island aschildren in about five years after passing through several larval stages,although they have also been known to colonize other islands instead. Childrenarriving on islands are then adopted, usually by young, unbred mollies,although such is not a rule. While male mollies that have mated are affordedextra respect, females in particular are venerated and tend to rise topositions of power. Molly society is strictly regulated based on utility andstation in life; those who contribute the most and are the eldest are higher upon the totem pole, while those considered less useful and the young are less,and are afforded fewer rights and leniencies and have little to no say ingovernment. It is little wonder some choose to leave to adventure in theiryouth, although most return to breed and take their place in the upper echelonsof society. There are no overarching molly rulers beyond those of individualisles, although when multiple islands must cooperate typically a new cabal willbe formed of the oldest and most productive individuals from the entire group.
                Beliefs: Mollies have no deities of their own. Druidic worship isthe most common form amongst them, although some worship other sea deities.Evil mollies tend to worship Dagon, and indeed whole communities of mollieshave been known to fall under his sway. Rumours persist of half-fiendishbreeding projects being seeded from the abyss into the oceans of the materialplane.
                Relations: Mollies typically get along well with merfolk, aquaticelves, locathah, and other less violent aquatic races. Sahuagin occasionallyattack them, and the two races rarely coexist peacefully, but the same enmitydoes not exist between them as does between the sahaugin and the aquatic elvesor darfellan. Mollies usually interact peacefully and helpfully with land bound,sea-faring races, but can get quite aggressive if there are indications thelandlubbers intend to settle on their islands.
Molly Characters
Mollycharacters are typically driven by a lust for adventure, a curiosity to see theworld, and a desire to get out from the heel of their molly matriarchs. Thusthey likely tend towards the more chaotic side of the alignments, even thoughtheir race as a whole tends lawful. Although mollies are not usuallyself-conscious, other characters and NPCs are likely to react strongly to thesight of the monstrous, brightly colored humanoid with its head in a shell.
                Adventuring Mollies: Adventuring mollies usually do so if they don’tquite fit in with their fellows or are dissatisfied with their lot. They may beseeking to gain skills or learn more so they can contribute better to mollysociety, or they may simply be driven to seek out that which is different fromwhat they are used to. A molly is unlikely to be shy with others, and they don’tgenerally share humanoid pretensions of modesty or timidity, and are rarelyoffended at curious questions their fellow party members might have. Despitethe likelihood of wanting to buck tradition by leaving their home, mollies areused to taking orders and working in groups, so do well in adventuring parties.
                Character Development: Molly’s favored classes are druid and ranger,and they make interesting choices either way. Mollies are by no means limitedto those classes, however, and in particular excel at being rogues and otherdexterity and skill based characters due to their racial bonuses. Theirdefensive capabilities also often mesh well with spellcasting classes, althoughsuch should be careful to note what spells are compatible with withdrawing intotheir shell, and what spells are not.
                Character Names: Molly names are largely unpronounceable tonon-mollies. They typically adopt a name in the language of the race they leavetheir island with, most commonly humans.

Roleplaying a Molly
Alien,friendly, and cooperative are three adjectives which best describe your typicalmolly. You tend to go along to get along, but since you are a fundamentallydifferent being than most other members of your party, don’t be afraid toassert yourself if you think your “molliness” is being impinged on – mollies are,after all, territorial and can be unexpectedly touchy.
                Personality:  Mollies mightbe termed easygoing by those who meet them briefly, but in truth they aresimply used to accommodating one another in close quarters on their islandhomes within a tightly ranked group. Your molly did not fit in with others, soconsider why that might have been. Draw some boundaries for yourself, and aslong as others remain outside them, be everyone’s friend, but as soon assomeone crosses a line, feel free to go off on them. Maybe you don’t wantothers touching your stuff, or perhaps your shell is off limits, or maybe youneed to eat in private. Be creative, and don’t be afraid to be strange!
                Behaviors:  Since mollieshave a unique biology, consider what sorts of differing behaviors they mightdisplay. They may drink saltwater preferentially to fresh, or need to sharpentheir beaks on a regular basis. Consider stopping to perform these unusualtasks now and again to remind everyone of your nature.
                Language: Mollies speak through a beak on top of a blubbery voicebox. Their voices are often punctuated with bubbly noises or sharp clicks.Consider adding these in on occasion for a fun quirk.

Monday, March 12, 2012

Campaign being run!

Sorry for the lack of updates, I got bogged down for awhile completing my master's for the bazillionth time. Hopefully everything will stick this time.

I am, however, now running a DnD campaign online here. Those who have played with me before will almost realize this is my go-to premade campaign for when I want to game but don't have loads of time to write stuff.

Tuesday, February 14, 2012

Claws of the Bullette

Since I got kicked out in the first round, here's my entry to Paizo's RPG Superstar contest. Last year I went with the Bear of Holding, so I figured I'd try something more conventional. Turns out I still can't grok what they are looking for.

Claws of the Bulette
Aura moderate transmutation; CL 11th
Slot hands; Price 52,800 gp; Weight 1 lbs.
Greatly valued by duergar and other races of the deep, these red iron gauntlets end in cruel claws curving over the wearer's fingertips. For eleven minutes per day, divided up as the user pleases, the gauntlets allow him to cleave through sand, loose earth, and packed soil (but not solid stone or metal) just as a landshark would with a burrow speed of 20 ft. A favored tactic of duergar skirmishers raiding dwarven citadels is to burst forth from the walls with a mighty leap, brandishing their Claws of the Bulette, as once per day when emerging from the surface of the earth while using the burrowing power of the Claws the wearer can execute a particularly lethal barrage of attacks. Upon making exiting a surface and making a successful jump check (DC 20), the wearer of the Claws can unleash a full attack while still having moved up to their normal burrow speed through the earth, just like the leap of the landshark.
Requirements Craft Wondrous Item, beast shape IV; Cost 26,400 gp

Saturday, February 4, 2012

Updates coming soon!

I've finished running the Mafia game. I'll soon be returning to regular updates here. The game kind of absorbed my free time. I hope anyone perusing this might enjoy perusing it as well, since it is Dungeons and Dragons based!

Monday, January 16, 2012

Mafia game

Here is a game of online Mafia I am running based on Dungeons and Dragons 3.5 rules. It should be fun! Anyone reading this is welcome to check it out and even sign-up if they so choose.

Sunday, January 8, 2012

Coralline Prophet

I've written up a prestige class based on my recent interest in saltwater aquaria and coral reefs. The abilities are quite good, but I feel like they are definitely not as good as Wild Shape (what a druid would be giving up) and its questionable whether its ever worth giving up spellcasting, so I think it should be okay for balance. Especially with the feat requirements, since Endurance and Expert Swimmer are hardly first choices for most spellcasters. Submitted for your approval...

Coralline Prophet
The seas are brimming with life. Behold mother ocean in all her glory!”

-Toren Waterspout, Coralline Prophet

There are few places in the planes so bursting with life and energy as a coral reef, be it one on the material plane, the elemental plane of water, or in the celestial or abyssal seas. Coralline prophets are the devout followers of deities of the ocean and waves or worshippers of the seas themselves who wish to cultivate and spread knowledge and devotion to these cradles of life and abundance. They wear the ocean as their armor and wield it as their weapon, bringing it with them wherever they go as a constant reminder of its strength and beauty.

Becoming a Coralline Prophet

Coralline prophets are usually drawn from the ranks of druids and clerics born on coral atolls or near coral reefs. Although not the only pathway to becoming a Coralline prophet, it certainly is the most common one. Because the spellcasting requirements can be met by arcane spellcasters, the occasional sorcerer or wizard also will choose the path of the Coralline Prophet, despite the armor proficiency requirements, and it is also not uncommon for bards to spread the joy of the underseas jungles with their songs. Although some of the abilities granted by the Coralline Prophet certainly could be of some use in the thick of combat, non-spellcasters rarely if ever pursue this as a career path even if they somehow meet the requirements.

Entry Requirements

Feats: Expert Swimmer (Stormwrack), Armor Proficiency (Light)
Skills:  Knowledge (Nature) 8 ranks, Profession (Sailor) 8 ranks
Spells: Able to cast air breathing (Spell Compendium) and water breathing.
Special: Must spend a continuous twenty four hours swimming in and around a coral reef conducting the Ritual of Encrustation (see below).

Table 1-1 The Coralline Prophet
Hit Die: d8
Base Attack Bonus
Fort Save
Ref Save
Will Save
Watery Companion, Sea Empathy, Coralline Crust AC 4
Boon of the Sea
+1 level of existing spellcasting class
Coralline Crust AC 5
+1 level of existing spellcasting class
Boon of the Sea
+1 level of existing spellcasting class
Coralline Crust AC 6
+1 level of existing spellcasting class
Boon of the Sea
+1 level of existing spellcasting class
Coralline Crust AC 7
+1 level of existing spellcasting class
Boon of the Sea
+1 level of existing spellcasting class
Coralline Crust AC 8
+1 level of existing spellcasting class
Watery Apotheosis, Boon of the Sea
+1 level of existing spellcasting class
Class Skills (2+Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nature), Profession, Ride, Spellcraft, Survival, Swim

Class Features

Your class features are all oriented around with mystical bond with the coral reef you call home. As your power grows you even begin to bring a piece of the coral reef around with you wherever you go.
Spellcasting: At every coralline prophet level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a coralline prophet, you must decide which class to add each level for the purpose of determining spells per day.
Watery Companion: A coralline prophet gains the services of an animal from the seas, imbued with special magic allowing it to accompany him on his terrestrial journeys. This companion must be chosen from the aquatic animal companions spells list (see Stormwrack, page 50). This ability functions in all ways as (and stacks with) the animal companion ability of the druid class except as mentioned here. Treat the coralline prophet as a druid equal to his class level for the purpose of determining animal companion abilities.
In addition to the normal animal companion benefits, however, the coralline prophet’s watery companion gains two additional benefits. They are under the effects of a continuous air breathing effect as a supernatural ability, and gain a fly speed with clumsy maneuverability equal to their swim speed. Unlike a normal fly speed, however, the watery companion cannot fly more than ten feet off of the ground or other solid, anchored surface, or the surface of water. The watery companion loses both of these abilities if they are ever more than a mile away from their master, but regains them once they are within said distance.
Sea Empathy: A coralline prophet gains the Wild Empathy ability. Treat them as a druid of their class level. This stacks with any druid levels or other classes which grant this ability. In addition, coralline prophets can use this on any creature with an intelligence of 1 or 2, regardless of creature type, if they have the aquatic or water subtypes, and if they are an animal with either of those subtypes, the coralline prophet gains a +4 circumstance bonus.
Coralline Crust (Ex and Su): At first level after the Ritual of Encrustation the coralline prophet’s skin is embedded with hundreds of living stony coral polyps, which slowly over time begin to expand, spread, and grow into a thick, armored shell. This grants the coralline prophet a +4 armor bonus to AC; however, the coral polyps prevent him from wearing armor. This armor bonus increases by 1 at every odd numbered coralline prophet level, to a total bonus of +8 at 9th level. This armor has neither armor check penalty nor any arcane spell failure, and cannot be sundered or disarmed, or in fact removed at all under normal circumstances. It is counted as light armor for the purposes of how it interacts with class features. The coralline prophet can remove it in a painful procedure taking a full hour and dealing 1d6 points of damage per coralline prophet level to himself; doing so allows him to benefit from normal armor, but he loses all benefits of the Coralline Crust ability as well as all his Boons of the Sea until he spends at least one hour swimming in and around a coral reef to reencrust himself with coral polyps. This armor can be enchanted just like normal armor and is considered masterwork for the purpose. If the coralline prophet removes enchanted Coralline Crust from his body and then reencrusts himself, the new crust will not have the enchantments of the old crust. No one but the coralline prophet himself can remove the Coralline Crust.
The coralline crust is a living creature which thrives on the coralline prophet’s body despite being removed from the water. It provides an environment for the various creatures which grant the Coralline Prophet’s Boon of the Sea abilities. The armor bonus and stable living environment of the Coralline Crust are consider extraordinary abilities, and thus do not go away in an anti-magic field. However, while the boon of the sea creatures themselves are non-magical, the abilities they grant a coralline prophet are considered supernatural and thus cease to function in an antimagic field as the creatures hunker down within the coralline crust’s protective layers until the field passes.
Boon of the Sea (Ex and Su): At 2nd level and every even coralline prophet level thereafter the coralline prophet gains a boon of the sea. This comes in the form of a living creature or creatures which inhabits his personal coralline crust and grants him special benefits. Although these are living creatures, as long as they remain within the coralline crust, they are considered part of the coralline prophet entity. As such, they cannot be individually targeted, damaged, harmed, or removed in any way except by the coralline prophet himself. They survive and thrive perfectly fine without food, water, or air as long as the coralline prophet himself lives. The coralline prophet can choose to remove one of these creatures from the coralline crust in a process which takes ten minutes and deals him 1d6 points of damage. The creature then becomes a normal creature of its type and acts and reacts as is normal for its type and its current location. The boon of the sea which that creature granted becomes non-functional until the coralline prophet returns to a coral reef and spends one hour swimming in and around it to acquire a new creature of the appropriate type. This does not allow the coralline prophet to change his boon of the sea choices.
The coralline prophet chooses his boons of the sea from the following choices:
Anemones: Large predatory sea anemones sprout from your coralline crust. You can seize these and utilize them as thrown weapons, despite the normal prohibition from removing creatures from your coralline crust. It is a free action to remove an anemone from your crust, and throwing one is an attack action. They are a thrown weapon with a range increment of 10 feet. A direct hit with a sea anemone delivers a potent paralytic neurotoxin, which acts as a poison dealing initial and secondary damage of 1d6 dexterity damage, fortitude save DC 10+your coralline prophet level+your Constitution modifier. You produce one anemone per class level per day for use in this manner, but you can never have more on hand than one per class level per day.
Crabs: Your coralline crust is covered with thousands of tiny crustaceans, milling about. Despite their small size these guys have hard shells, and they deliberately place themselves in harms way for you. They grant you a +2 natural armor bonus, or improve your existing natural armor bonus by 2.
Cuttlefish: A small pod of cuttlefish inhabit your coralline crust, aiding and abetting you in keeping a low profile. Their cryptic skills and color changing allow you to blend in better with your environment, despite the brightly colored coral encrusting your body. You gain a bonus on all hide checks equal to your class level, and can Hide in Plain sight as the ranger ability – i.e., only in natural settings even while observed.
Detritivores: Small creatures such as sea cucumbers, brittle stars, and lawnmower gobies inhabit your coralline crust, ensuring it and you stay clean and healthy. Once per day, if you ever fall below 0 hit points, these detritivores burst into action, cleaning the wound and work to stitch you back into shape. This automatically, without an action, heals you by 1d8 points of damage, +1 per class level. This healing can even prevent death if it would prevent you from dropping below -10 hit points.
Giant Clam: One of these peaceful giants has taken residence on your body. Once per class level per day the clam can attempt to clasp its mighty shell around the weapon of someone who has successfully hit and damaged you. The wielder of the weapon must make a reflex save DC 10+your class level+your strength modifier or be disarmed.
Moray Eel: A moral eel has found a comfortable crevice in which to lurk within your coralline crust. Grateful for the lodging, the eel will gleefully bite opponents who get to close. This effectively grants you a secondary bite attack as a natural weapon. This bite attack deals 1d6 points of damage plus half your strength bonus.
Octopus: A small octopus occupies a small niche in your coralline crust, extending its curious tentacles forth to help you in matters of grasping. You gain a +2 circumstance bonus in all grapple checks, and the octopus can also be used to hold and retrieve items. Retrieving stowed items becomes a swift action, as your octopus anticipates your desire and retrieves whatever item is needed as soon as you reach for it from your pack, even magical ones such as bags of holding. The octopus can also be used to hold items just as a third hand, but it cannot be used to wield weapons or cast spells or hold a shield in such a way as to confer a shield bonus.
Sea Turtle: A small sea turtle takes up residence in and around your coralline crust, venturing out to swim through the air (just like your watery companion, or an ioun stone) in small circles around your body before hiding once more in crevices in the crust. This sea turtle gives you a +2 shield bonus to your armor class, but allows you to still use both hands for other purposes such as wielding a two handed weapon or spellcasting. This shield bonus does not stack with that of any other kind of shield. The sea turtle can be enchanted just like a normal masterwork shield. The same rules for enchanting coralline crust apply to enchanting the sea turtle.
Sea Stars: Your coralline crust is home to numerous larger echinoderms known as sea stars. As a free action you may draw one of these from your crust and use it as a thrown weapon. These thrown weapons act as shuriken in all ways, except you are considered proficient with them automatically. Much like how the coralline crust can be enchanted as armor, you may enchant your entire colony of sea stars as a single weapon, and any sea star thrown will gain the benefits of that enchantment. There are no daily limits on how many sea stars may be thrown, although it is considered common courtesy to allow any thrown sea stars to reattach themselves after a battle.
Sea Urchins: Sea urchins crawl all over your coralline crust. As a standard action you may shake a number of these off into your own square and all those within five feet of you. The next time someone other than yourself steps into these squares, they must make a reflex save DC 10+your class level+your constitution modifier or take 1d4 points of damage and have their movement speed slowed by half. A successful heal check DC 15 or any magical healing restores their movement speed. You may shake off any number of sea urchins per day, but it is common courtesy to allow any urchins to return to your coralline crust after a battle.
Shark: A small cat shark has decided to call your coralline crust its home. Although it is too small to do much damage to opponents, its sharp senses will be a great aid to you. Having a shark in residence grants you the Scent ability with a 30 foot radius. This expands to 200 feet under water, where the shark’s senses come into their own.
Squid: A squid takes up residence in one of the crannies of your coralline crust. When danger is afoot and you need to skip town extra fast, the squid can come to your aid, jetting you across the battlefield nearly instantaneously. For one round, you can move up to ten times your normal movement speed in a straight line as a full round action. This provokes attacks of opportunity as normal, and counts as running in terms of how it affects you and your AC. You can do this at will, but once done you cannot do it again for ten minutes, as it takes a lot out of the squid. In addition, once per day the squid can ink while jetting. This reproduces the effect of a fog cloud spell centered on your original location when you began the jet.
Stinging Cells: The corals composing your coralline crust develop long trailing feeding tentacles used to grasp prey or ward off competing coral which can deliver a painful touch to those who get to close to you with hostile intent. Any enemy who approaches within five feet of you must make a fortitude save DC 10+your coralline prophet level+your Constitution modifier or become sickened for 1 minute.
Zoanthids: Your coralline crust is inhabited by zoanthids, small sessile corals containing powerful contact poisons called palytoxins. Anyone you strike with an unarmed strike or natural weapon must make a save versus this poison, and anyone who strikes you with either of those must also save versus the poison. The save DC is equal to 10+your coralline prophet level+your Constitution modifier, and the initial and secondary damage is 1d4 constitution. The Zoanthids produce enough palytoxin for one dose per class level per day at maximum; after that point the polyps withdraw their tentacles to rest until the next day, and your attacks are no longer poisoned nor are others poisoned by attacking you. You cannot store up poison beyond one dose per class level per day. It is not possible to safely harvest this poison from yourself, as it kills the zoanthids.
Zooxanthellae: The coral encrusting your body is cohabitates with tiny algal cells which enable the corals to photosynthesize. They pass along some of these nutrients to you. On any day that you consume at least one gallon of water and spend at least one hour in direct sunlight, it is unnecessary for you to eat. Spending a full eight hours in direct sunlight makes you so refreshed you no longer need to sleep, either.

Playing a Coralline Prophet
You believe that the coral reef represents a natural paradise beneath the sea, a veritable
Eden which should be admired, protected, and revered. You may worship a oceanic deity, or perhaps merely the sea itself in a broader sense, but your devotion to the coral reef itself borders of the religious. You place your trust in it, and in exchange, it arms you and armors you, providing you with the tools to accomplish your goals and protect the reef from those who might harm it.

You have many tools at your disposal for both defending yourself and dispatching enemies. Your coralline crust is your first line of defense. Although initially weaker than many armors you might wear, it grows as you do, and soon you can augment it to points that enemies will shy away from attacking you for fear of what your sea creatures might inflict upon them. Offensively as well your friends from the deep can come to your aid, but above all it is important to not forget your spells. Although your boons of the sea are useful, fundamentally you are still a spellcaster and it is through your spells that you will find most success eliminating enemies of the oceans.

Coralline prophets have no overarching structure or hierarchies. Many individuals find themselves drawn to the reef and undergo the ritual of encrustation on their own through divine inspiration. Most, however, are inducted into the ranks by small covens of coralline prophets, functioning much like druidic groves do. Regardless of which way you were drawn into the fold, the ritual of encrustation is the same: a twenty four hour ordeal during which chunks of living coral, known as frags, are embedded into your skin and sealed there by magic, all conducted underwater in a coral reef. Loners usually find it necessary to prepare multiple casts of water breathing to survive, unless they can breathe underwater naturally, whereas those trained by covens usually have their breathing needs handled by their superiors.
Coral reefs are usually protected by various druids of underwater races, and thus while a coralline prophet may be in residence in or near one temporarily, most do not actually spend their time exclusively among the reefs. Rather, they are the traveling evangelists of the sea, adventuring on the surface and spreading the glory of the deep seas to the ignorant landwalkers.
When advancing as a coralline prophet, you have important choices to make when selecting boons of the sea, and whether to augment your defensive or offensive capabilities. Your feats should reflect this choice as well, playing to your strengths – a build focusing on sea stars and anemones might select Point Blank Shot, for instance, whereas one focusing on Zoanthids might select Ability Focus (Zoanthids) or Dodge. Also consider feats which augment your spell casting capabilities such as Augment Summoning or Extend Spell – your spellcasting should always be your go to abilities, and you should not ignore it in favor of Boons of the Sea.

A coralline prophet is their own personal social network. They are constantly aided by all manner of sea creatures in their daily life via their boons and watery companion. Their sea empathy ability also allows them to call upon the services of many denizens of the deep, provided they are skillful at persuading them to come to their aid.
Druids of all sorts are friendly to coralline prophets, although some might find the presumption that coral reefs are somehow extraordinarily special to be a little off-putting. Still, it is rare for a druid to not come to the aid of a coralline prophet to the best of their ability, at least when it counts. Aquatic fey are also usually friendly to them, and intelligent underseas races are usually at least neutral, as even sahaugin understand the importance of preserving their fishing sites from the predations of those who would destroy them, even as they themselves exploit them.
Most other surface groups see coralline prophets as oddities at best and madmen at worst. Although few people are actively unfriendly to them, many think their obsession bizarre and unhealthy, and thus would give them relatively little attention or care.

Coralline Prophets in the World
“A servant of the coral must be every aspect of a coral reef – a sturdy foundation like the coral, a stalwart defender like the sea turtle, a fierce predator like the shark – if they are to truly serve it fully.”
-Gulo Swiftflow, coralline prophet

Although one might imagine that coralline prophets would be most common in races which live underwater, this is not actually the case. Most coralline prophets come communities of land races who live in close contact with the sea and depend on it for their daily sustenance. It is these people who most prize coral reefs, as without their bounty they would starve. In these communities coralline prophets often fill the same role a druid, cleric, adept, or similar would serve, as a shaman, wiseman, and healer.

As previously noted, coralline prophets have no large organization or leaders. Local covens usually associated with druid groves, often joining larger hierarchies of druids in a full or tangential capacity.

NPC Reactions
Few things seem innately crazier than someone ranting on endlessly about the glories of the deep ocean while standing in the middle of dry land – and it doesn’t help if that person appears to have some sort of skin disease and a flying shark in tow! Coralline prophets wish to spread the good news of the bounty of the sea, but most NPCs would sooner put them in an asylum than give them the time of day. Spellcasters, druids, and adventurers in general are likely to be more understanding of their oddities, but even these may find their obsession off putting. Coralline prophets are nothing if not persistent, however, and are not easily fazed. While few villages not on the coast have been converted to the worship of coral reefs, many have begun to tolerate the itinerant preachers as harmless at worst and occasionally quite helpful, since most prophets have a protective streak a mile wide.

Coralline Prophet Lore
Characters who have ranks in Knowledge (Nature) or the bardic knowledge skill can research Coralline Prophets to know more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following information, including the information from the lower DCs:
DC 10: Coralline prophets are spellcasters with an interest in coral reefs.
DC 15: They are so closely connected to the sea that they encrust their bodies with pieces of live coral, which acts as a living armor.
DC 20: They also host numerous creatures of the sea within this miniature coral reef, some of which can be quite deadly.
DC 30: Coralline prophets wish to spread knowledge and reverence of coral reefs across the world. Their mystical abilities allow them to become a walking, talking coral reef, complete with an entire scale ecosystem on their own flesh. They can be likened best to a force of nature rather than a single individual.

Coralline Prophets in the Game
Coralline prophets can readily adapt to pretty much any adventuring party, provided its aims do not directly conflict with those of the prophet. They are not significantly more zealous than any other druid or nature-focused cleric, if perhaps a bit more focused. Since a single level of spellcasting is not a hugely onerous sacrifice to make, they can easily serve as a primary spellcaster of a group, but their boons of the sea allow them to serve other roles as necessary as well, adding some flexibility in exchange for raw spellcasting power.