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all penalties it gained from advanced age as a deep

Item Use (Su): A deep one scion can activate spell-

one hybrid, but retains any bonuses to ability scores it

trigger items like staves and wands as if it were a

gained from advanced age.

spellcaster of the appropriate class.

Feats: Deep one scions gain Deep One Legacy as a
bonus feat. They do not need to meet the prerequisites
for this bonus feat, but if they wish to take the feat
again, they must meet its minimum Constitution
requirement as normal.
Skills: Deep one scions are fanatically religious,
typically clinging to the worship of Cthulhu or one of
their own transcended ancestors like Father Dagon or
Mother Hydra. A deep one scion gains one bonus skill
rank per Hit Die that must be placed in Knowledge
(religion), and this skill is a class skill for all deep
one scions. If the creature already possesses ranks in
Knowledge (religion), it only gains additional ranks
up to the maximum permitted by its hit dice or class
levels. In addition, Perception, Stealth, Swim, and Use
Magic Device are class skills for deep one scions. As
deep one scions have a swim speed, they gain a +8
racial bonus on Swim checks (this bonus replaces the
+4 racial bonus the creature possessed as a deep one


hybrid).
Languages: A deep one scion learns Deep One as a
bonus language.
Special Qualities: All deep one scions lose the final
change and hold breath qualities they possessed as
deep one hybrids. They gain the amphibious universal
monster ability, as well as the following special qualities.
Fecund Nature (Ex): A deep one scion can interbreed
with any living vertebrate creature. Creatures born as a
result of this interbreeding are treated as the same type
of creature as the non-deep one parent but gain the
deep one hybrid template.
Immortal (Ex): A deep one scion does not age.
Barring death from violence, disease, or misadventure,
a deep one scion can live forever. Deep one scions are
immune to the effects of magical aging.

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New Feat: Deep One Legacy
Your deep one DNA manifests in an unusual way,
resulting in a beneficial throwback or mutation. This
feat requires an exceptionally hearty constitution
for your body to bear such a potent and unusual
mutation—even the standard pure-blood deep one
lacks the health to manifest these hideous deformities.
Often, a deep one who gains class levels or has at least
4 additional Hit Dice chooses to place its ability score
modifier in Constitution purely to qualify for the
benefits of this feat.

Prerequisites: Con 17, deep one or deep one scion
Benefit: When you select this feat, your body swiftly
and permanently deforms in a hideous but beneficial
way. You gain 3 hit points, and gain one mutation from
the following list. You manifest the chosen mutation
immediately and permanently. All of the effects of
these mutations are extraordinary abilities.
Bulging Eyes: Your eyes are large and protrusive,
like those of a frog. You gain a +2 bonus on Perception
checks. The range of your low-light vision doubles.
Finned Tail: You have a long, finned tail. You gain
a swim speed equal to half your base speed. If you
already possess a swim speed, it increases by 10 feet. If
you take this, you cannot take Webbed Hands.
Loping Legs: Your legs are longer than normal. Your
base speed increases by 10 feet. If you don’t have legs
already, you grow a pair of legs and increase your base
speed by 10 feet.
Lure: A small bioluminescent lure attached to a stalk
grows from the top of your head. As a move action, you
can cause this lure to glow, providing illumination as
a torch. If you target a creature with a charm effect in
the same round that you activate your lure, the save
DC for that charm effect is increased by 2. You can



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