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Tuesday, September 17, 2013

PFRPG: Lovecraftian Deep Ones and Deep One Hybrids

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 magicrage D
2nd—darknessdesecrateeagle's splendorsilence (DC 15), touch of idiocy D (DC 15)
1st—deathwatchdoom (DC 14), lesser confusion D (2, DC 15), magic weaponshield of faith
0 (at will)—bleed (DC 13), detect magicdetect poisonresistance
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 woundsscroll of sleep (2); Other Gear leather armor, silver dagger, healer's kit, silver unholy symbol, smokestick, spell component pouch, tindertwig, 2 gp