By Tim Wallace
Deep One Hybrid Race
"The tense extremes of
horror are lessening, and I feel queerly drawn toward the unknown sea-deeps
instead of fearing them. I hear and do strange things in sleep, and awake with
a kind of exaltation instead of terror. I do not believe I need to wait for the
full change as most have waited. If I did, my father would probably shut me up
in a sanitarium as my poor little cousin is shut up. Stupendous and unheard-of
splendours await me below, and I shall seek them soon. Iä-R’lyeh!
Cthulhu fhtagn! Iä! Iä! No, I shall not shoot myself—I cannot be made
to shoot myself! "
H.P. Lovecraft, The Shadow Over Innsmouth
Deep one
hybrids are the product of a deep one mating with a human. Usually, this
process is consensual, as part of a pact between a coastal city and the local
deep one population. Until their deep one heritage is awoken (see “Becoming a
Deep One” below), a deep one hybrid looks, acts, and often believes that they
are a normal human. Some deep one hybrids who learn of their ancestry seek to
hasten the process, while others attempt to elude their destiny and live out
their life as a normal human.
Deep One Hybrid Racial Traits (9 RP)
+2 to
One Ability Score: Deep one hybrid characters get a +2 bonus to one ability score of their
choice at creation to represent their varied nature.
Deep One Hybrid: Deep
one hybrids are humanoids with the human and aquatic subtypes.
Medium: Deep
one hybrids are Medium creatures and thus receive no bonuses or penalties due
to their size.
Normal Speed: Deep
one hybrids have a base speed of 30 feet.
Swim Speed (1 RP): Deep one hybrids have a swim speed of 30 feet, can
move in water without making Swim checks, and always
treat Swim as a class skill.
Bonus Feat
(4 RP): Deep one hybrids select one extra feat at
1st level.
Cold Resistance (1 RP): Deep on hybrids have cold resistance 5.
Frenzy (2 RP): Once
per day, whenever a deep one hybrid takes damage, it flies into a frenzy for 1
minute, gaining a +2 racial bonus to Constitution and Strength, but a –2
penalty to AC.
Human Blood: Deep
one hybrids count as humans for any effect related to race.
Languages (1
RP): Deep one hybrids begin play speaking Aquan
and Common. Deep one hybrids with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).
Deep One Hybrid Alternate Racial Traits
The following racial traits may
be selected instead of existing deep one hybrid racial traits. Consult your GM
before selecting any of these new options.
Breath Weapon: Some
deep one hybrids have a breath weapon that is a 5-foot cone of cold usable once
per day. The breath deals 1d8 points of cold damage per two character levels
(maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the deep one hybrid's level +
the deep one hybrid's Constitution modifier) halves the damage. This racial
trait replaces the frenzy racial trait.
Focused Study: Some
deep one hybrids tend to specialize in a handful of skills. At 1st, 8th, and
16th level, such deep one hybrids gain Skill Focus in a skill of
their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Hydrated Vitality: A deep one hybrid with this racial trait gains
fast healing 2 for 1 round anytime she submerges completely within a body of
natural salt water, fresh water, or brackish water. Stagnant, poisoned, or
trapped water (such as an artificial pit or a bag of holding) does
not activate this ability. The deep one hybrid can heal up to 2 hit points per
level per day with this ability, after which it ceases to function. This racial
trait replaces the bonus feat trait.
Improved Cold Resistance: A deep one hybrid with this racial trait has cold
resistance 10, but also gains vulnerability to fire. This racial trait
replaces the cold resistance racial trait.
Legacy of the Deep Ones
All deep one
hybrids eventually become deep ones. Those who embrace it (i.e. a character who
selects all four deep one hybrid feats as soon as possible) are usually a
full-blooded deep one by the time they reach 5th level. The following curse
describes the affliction a deep one hybrid unwilling to embrace his destiny must
endure.
AEQUORIAL
ANCESTRY
|
Type curse; Save
Will halts (see text)
Onset middle age or after taking a deep one hybrid feat;
Frequency 1/odd character level
Effect Upon attaining middle age or after taking a deep
one hybrid feat, a deep one hybrid begins his transformation into a deep one. At
each odd-numbered level (3rd, 5th, 7th, et cetera) he must make a Will save
with a DC equal to 10 + his level + however many deep one hybrid feats he has
selected prior to that level. If he fails, he must select a deep one hybrid
feat instead of selecting a normal bonus feat from gaining class levels. If he
succeeds he may select a bonus feat as normal and has staved off the curse
until the next odd-numbered level. A wish
or miracle may be substituted for the
saving throw, assuming he has the ability to obtain one.
Deep One Hybrid Feats
Deep one
hybrids have access to the following feats.
Deep One Heritage
Your skin gains a rough texture and your neck
develops gill-like folds.
Prerequisite: Deep
one hybrid.
Benefit: You
gain a +1 natural armor bonus to AC and the amphibious racial trait (you can
breathe both air and water).
Improved Deep One Heritage
Your skin changes from rough to scaly and your
teeth elongate as the fact that you are not quite human becomes more obvious.
Prerequisite: Deep
one hybrid, Deep One Heritage.
Benefit: Your
natural armor bonus to AC increases to +2 and your swim speed increases to 40
feet. In addition, you gain blindsense 30 feet against creatures that are
touching the same body of water as you and a bite attack. The bite deals 1d3
damage and is a primary natural attack, or a secondary attack if you are
wielding manufactured weapons.
Greater Deep One Heritage
Your mouth fills with shark teeth, your fingernails
become claws, and webbing forms between your fingers and toes.
Prerequisite: Deep
one hybrid, Deep One Heritage, Improved Deep One Heritage.
Benefit: Your
bite attack increases to 1d4 damage, and you gain two claw attacks. The claws
deal 1d4 damage and are primary natural attacks. In addition, your swim speed
increases to 50 feet.
Deep One Transmogrification
Your form is now more fish than human.
Prerequisite: Deep
one hybrid, Deep One Heritage, Improved Deep One Heritage, Greater Deep One
Heritage.
Benefit: Your
type changes to monstrous humanoid and you lose the human subtype. While you do
not lose access to any feats, traits, or other effects related to your race
being human, you cannot gain new ones. You gain deepsight (darkvision only
underwater) out to 120 feet and light blindness (abrupt exposure to bright
light blinds you for 1 round; on subsequent rounds, you are dazzled as long as
you remain in the affected area). In addition, natural armor bonus to AC
increases to +3.
Breath of the Deep
You channel the cold of the deep oceans into a
breath weapon.
Prerequisite: Deep
one or deep one hybrid.
Benefit: You
gain a breath weapon that is a 5-foot cone of cold usable once per day. The
breath deals 1d8 points of cold damage per two character levels (maximum 5d8).
A Reflex saving throw (DC 10 + 1/2 your character level + your Constitution
modifier) halves the damage.
Special: You
can select this feat up to five times. Each choose one of the following additional
effects for your breath weapon.
Extra Breath: You
can use your breath weapon two addition times per day. You may choose this
effect multiple times.
Increased Area:
Increase the cone’s size to 15 feet. You may choose this effect twice. The
second time the cone’s size is increased to 30 feet.
Slowing Breath: An
opponent who fails their saving throw is affected as if by the slow
spell for a number of rounds equal to your Constitution modifier. This effect
is negated if your opponent makes their saving throw. You may only choose this
effect once.
Extra Frenzy
You are less limited in your ability to frenzy.
Prerequisite: Deep
one or deep one hybrid.
Benefit: You
can frenzy two additional times per day. The first frenzy must finish before
you can begin the next.
Special: You
can select this feat twice. Its effects stack.
Veins of Ice
You were made to survive in the coldest of seas.
Prerequisite: Con
15, character level 6th, deep one or deep one hybrid.
Benefit: Your
energy resistance improves to resist cold 10
Special: You
can select this feat a second time at character level 11th. Your cold
resistance changes to immunity to cold, but you also gain vulnerability to
fire. You gain the cold subtype.
Deep One Monstrous Race
"I think their predominant colour was a
greyish-green, though they had white bellies. They were mostly shiny and
slippery, but the ridges of their backs were scaly. Their forms vaguely
suggested the anthropoid, while their heads were the heads of fish, with
prodigious bulging eyes that never closed. At the sides of their necks were
palpitating gills, and their long paws were webbed. They hopped irregularly,
sometimes on two legs and sometimes on four. I was somehow glad that they had
no more than four limbs. Their croaking, baying voices, clearly used for
articulate speech, held all the dark shades of expression which their staring
faces lacked."
H.P. Lovecraft, The Shadow Over Innsmouth
Deep ones
are a subaqueous race of humanoids who worship the Great Old One, Cthulhu, in
their great undersea cities. They have been known to mate with humans, resulting
in a hybrid race which begins life as a human and eventually evolves into a
deep one.
Deep One Racial Traits (25 RP)
+2 Str, +2
Dex, +2 Con, +4 Int, –2 Cha (4 RP): Deep ones are very tough, agile, and crafty.
Monstrous Humanoid (3 RP): Deep ones are monstrous humanoids with the aquatic
subtype.
Medium: Deep
ones are Medium creatures and thus receive no bonuses or penalties due to their
size.
Normal Speed: Deep
ones have a base speed of 30 feet.
Swim Speed (4 RP): Deep ones have a swim speed of 50 feet and a +8
racial bonus on swim checks.
Amphibious (2RP): Deep
ones can breathe both air and water.
Deepsight: A
deep one has darkvision 120 feet when underwater, but otherwise has no
darkvision at all.
Watersense (1 RP): Deep ones can sense vibrations in water, granting
them blindsense 30 feet against creatures in contact with the same body of
water.
Energy Resistance (1 RP): Deep ones have cold resistance 5.
Frenzy (2 RP): Once
per day, whenever a deep one takes damage, it flies into a frenzy for 1 minute,
gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Natural Armor (5 RP): Deep ones gain a +3 natural armor bonus to their
Armor Class.
Natural Attacks (4 RP): Deep ones have a bite and two claw attacks. The
bite deals 1d4 damage and is a primary natural attack unless it is wielding
manufactured weapons, in which case it is a secondary attack. The
claws deal 1d4 damage and are primary natural attacks.
Light Blindness (–2 RP): Abrupt exposure to bright light blinds deep ones
for 1 round; on subsequent rounds, they are dazzled as long as they remain in
the affected area.
Weapon Familiarity (1 RP): Deep ones are proficient with the trident and net.
Languages: Deep
ones begin play speaking Aquan and Common. Deep ones with high Intelligence
scores can choose from the following languages: Abyssal, Alko, Draconic, Giant,
Infernal, Orc, Terran, and Undercommon.
Deep One Alternate Racial Traits
The following racial traits may
be selected instead of existing deep one racial traits (as well as the breath
weapon and improved cold resistance deep one hybrid alternate racial traits).
Consult your GM before selecting any of these new options.
Four Arms: You
have two extra arms, each equipped with a claw. The claws deal 1d4 damage and
are primary natural attacks. You can wield multiple weapons, but only one hand
is its primary hand, and all others are off hands. Deep ones with this racial
trait have the following differences:
·
Ability Scores: +2 Str,
+2 Int, –2 Cha
·
Swim Speed:
Four-armed deep ones only have a swim speed 30 feet and a +8 racial bonus on
swim checks
·
Natural Armor:
Four-armed deep ones only gain a +1 natural armor bonus to their Armor Class.
·
Weapon Familiarity: Four-armed deep ones do not gain any automatic
weapon proficiencies.
NPCs
PRIESTESS
OF CTHULHU CR 7
|
XP 3,200
Deep one cleric 7
CE Medium monstrous humanoid (aquatic)
Init +1; Senses
deepsight 120 ft., watersense 30 ft.; Perception +10
DEFENSE
|
AC 17, touch 11, flat-footed 14 (+1 Dex, +6 armor)
hp 56 (7d8+21)
Fort +8, Ref
+3, Will +8; +2 against
mind-affecting effects
Resist cold 5
Weakness light blindness
OFFENSE
|
Speed 30 ft., swim 50 ft.
Melee mwk trident +8 (1d8+2), bite +2 (1d4+1) or 2 claws
+7 (1d4+2), bite +7 (1d4+2)
Ranged mwk net +7 ranged touch (entangle)
Special
Attacks channel negative energy 2/day
(DC 15, 4d6), frenzy 1/day
Domain
Spell-Like Abilities (CL 7th;
concentration +10)
6/day— vision of madness (3 rounds)
Cleric
Spells Prepared (CL 7th; concentration +10)
4th—confusion D (DC 18), poison (DC
17)
3rd—bestow curse (DC 16), contagion (DC
16), dispel magic, rage D
2nd—darkness, desecrate, eagle's
splendor, silence (DC 15), touch of idiocy D (DC
15)
1st—deathwatch, doom (DC 14), lesser
confusion D (2, DC 15), magic weapon, shield
of faith
0 (at will)—bleed (DC 13), detect
magic, detect poison, resistance
D Domain spell; Domains
Madness, Void ISWG
TACTICS
|
Before Combat The
priestess casts deathwatch.
During Combat The
priestess casts magic weapon and shield of faith. If she has minions, she
orders them to attack so she can use magic from a distance. She casts darkness
to hide in and channels negative energy. If forced out of the darkness, she
disables targets with bestow curse, confusion, lesser confusion, and poison,
uses her net to entangle, and, if left no alternative, her trident in melee.
Frenzy Statistics For
1 minute after taking damage the priestess’s statistics are AC 15, touch 9, flat-footed 12; hp 70; Fort +9; Melee mwk
trident +9 (1d8+3), bite +3 (1d4+1) or 2 claws +8 (1d4+3), bite +8 (1d4+3); Str 17 (+3), Con 18 (+4); CMB +8; CMD 19; Skills Swim +10
STATISTICS
|
Str 15 (+2), Dex
12 (+1), Con 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)
Base Atk +5; CMB
+7; CMD 18 (+5 BAB, +2 Str, +1 Dex)
Feats
Combat Casting, Extra Channel, Improved Channel, Spell Focus (enchantment)
Skills Knowledge
(religion) +11, Knowledge (planes) +11, Perception +10, Swim +9
Languages
Aklo, Aquan, Common
SQ aura
Combat Gear potion
sponge of cure moderate wounds (2); Other Gear masterwork net, masterwork trident, mithral breastplate,
spell component pouch, wooden unholy symbol, silver dust for desecrate (worth
25 gp), assorted gems (worth 530 gp)
DEEP
ONE BRUTE CR 4
|
XP 1,200
Deep one fighter 4
CE Medium monstrous humanoid (aquatic)
Init +2; Senses
deepsight 120 ft., watersense 30 ft.; Perception +5
DEFENSE
|
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor)
hp 38 (4d10+12)
Fort +7, Ref
+3, Will +2; +1 vs. fear
Defensive
Abilities bravery +1
Resist cold 5
Weakness light blindness
OFFENSE
|
Speed 30 ft., swim 50 ft.
Melee mwk
trident +9 (1d8+4, bite +3 (1d4+2) or net +7 (entangle), mwk trident +7 (1d8+4;
+2 dmg & crit confirm against entangled opponents) or 2 claws +8 (1d4+4),
bite +8 (1d4+4)
Ranged net +7 ranged touch (entangle)
Space 5 ft.; Reach
5 ft. (10 ft. with net)
Special
Attacks frenzy 1/day
TACTICS
|
Before Combat The brute
drinks his potion sponge of barkskin
(granting him an additional +2 natural armor bonus to AC)
During Combat The brute
will attempt to disarm and entangle his opponents with his nets. Once both nets
have been used entangled opponents, he will engage his remaining opponents in
melee with his trident.
Frenzy Statistics For
1 minute after taking damage the brute’s statistics are AC 15, touch 10, flat-footed 13; hp 46; Fort +8; Melee mwk trident +10 (1d8+5, bite +3
(1d4+2) or net +8 (entangle), mwk trident +8 (1d8+5; +2 dmg & crit confirm
against entangled opponents) or 2 claws +9 (1d4+5), bite +9 (1d4+5); Str 20(+5), Con 18 (+4); CMB +9; CMD 21; Skills Swim +13
STATISTICS
|
Str 18 (+4), Dex
15 (+2), Con 16 (+3), Int 14 (+2), Wis 12 (+1), Cha 6 (–2)
Base Atk +4; CMB
+8 (+10 disarm with net); CMD 20 (+4
BAB, +4 Str, +2 Dex)
Feats Net
Adept UM, Net and Trident UM, Net Maneuvering UM,
Two-Weapon Fighting, Weapon Focus (net)
Skills Intimidate
+5, Knowledge (dungeoneering) +9, Perception +5, Survival +8, Swim +12
Languages Abyssal,
Aklo, Aquan, Common
SQ armor
training 1
Combat Gear potion
sponge of barkskin, potion
sponge of cure light wounds (2), potion
sponge of cure moderate wounds; Other
Gear masterwork trident, net (2), +1
chain shirt, assorted gems (worth 87 gp)
CTHULHU
CULTIST CR 1/3
|
XP 135
Deep one hybrid adept 1
NE Medium humanoid (human, aquatic)
Init +1; Senses
Perception +1
DEFENSE
|
AC 13, touch 10, flat-footed 13 (+1 natural, +2
armor)
hp 4 (1d6+1)
Fort +1, Ref
+0, Will +3
Resist cold 5
OFFENSE
|
Speed 30 ft., swim 30 ft.
Melee silver
dagger +0 (1d4/19-20)
Ranged silver dagger +1 (1d4/19-20)
Special
Attacks frenzy 1/day
Cleric
Spells Prepared (CL 1st; concentration +2)
1st—cause fear (DC 12), obscuring
mist
0 (at will)—ghost sound (DC 11), read magic, touch of fatigue
(DC 11)
TACTICS
|
During Combat The adept
reads his scrolls of sleep and cause fear, then attempts to disable and
distract the remaining enemies by casting cause
fear and obscuring mist. When he
runs out of spells and scrolls, he attempts to flee, preferably into a body of
water.
Frenzy Statistics For
1 minute after taking damage the cultist’s statistics are AC 11, touch 8, flat-footed 11; hp 5; Fort +2; Melee silver dagger +1 (1d4+1/19-20), Ranged silver dagger +1 (1d4+1/19-20); Str 12(+1), Con 14 (+2); CMB +1; CMD 11
STATISTICS
|
Str 10 (+0), Dex
10 (+0), Con 12 (+1), Int 9 (–1), Wis 13 (+1), Cha 8 (–1)
Base Atk +0; CMB
+0 CMD 10
Feats Deep
One Heritage
Skills Knowldege
(nature) +3
Languages
Aquan, Common
SQ amphibious
Combat Gear scroll of
cause fear, scroll of cure light
wounds, scroll of sleep (2); Other Gear leather
armor, silver dagger, healer's kit, silver unholy symbol, smokestick, spell
component pouch, tindertwig, 2 gp
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