A quick template I knocked up


Conversions

Scarab Sages

Any reference to Deep One in this template can sort of be changed to Skum (PFB1 pg 253). I knocked this up after first reading the Skum in Bestiary 1. I cross refernced with d20 Call of Cthulhu and used Green Ronin's Advanced Bestiary as well the Amphibious Template. This post also requires a basic knowledge of HP Lovecraft's story 'Shadow over Innsmouth' and the Call of Cthulhu rpg adventure 'Escape from Innsmouth'. The template is going to be used to add the feel of an isolated town sinking into the sea, so to speak. I'll be using a 'Pathfinderised' Hybrid/Deep One as the main enemy/BBEG

Any further ideas will be appreciated - I thought I'd create the template first, rather than sit back and get other people to do it ;D

HYBRID, DEEP ONE.

“Hybrid, Deep One” is a template that can be added ONLY to a human of any character class, due to the Deep One’s reproduction cycle tied exclusively to the human race. A Hybrid uses all the base humans statistics, skills and special abilities etc except as noted here.

Size and Type: these remain unchanged, but the human gains the amphibious subtype NOT aquatic as it has not yet undergone the full transformation into a deep one.

Speed: Land speed is reduced to 20 ft, swim speed increases to 40ft. The fingers become webbed to facilitate this.

Armour Class: Natural Armour class increases if Call of The Sea Fort save is failed (see below)

Advancement: By base human character class (usually unknowing commoner)

CR: +1

Special Qualities: The hybrid retains all the base humans skills etc and gains the following

Call of The Sea: At the age of 10+1d6 and every birthday thereafter, a hybrid must make a Fortitude roll, the first attempt is against DC20. The DC increases by 1 every year. Eventually a hybrid will become a Deep One, at which point it joins it ancestors who sent it the visions (see below)

Visions of Father Dagon and Mother Hydra: As the hybrid reaches puberty, they will begin to experience vivid dreams of life beneath the sea. The hybrid is visited in their dreams by ancestors who have already completed ‘The Change’ into Deep Ones. Depending on the GM’s choice, this can induce gradual insanity.

The following qualities only begin after the Call of The Sea Fort roll is failed:

Amphibious: The hybrid is capable of breathing in air and water. Small gills develop on the side of the neck. With a Perception check (DC 25) another person can spot three small ‘scars’ on each side of the neck.

Athletic: Due to the hybrid growing claws and developing webbing between the fingers.

Claws: The hybrid’s fingernails become thicker and stronger (1d4+STR bonus)

Low light Vision: The hybrid’s eyes begin to grow larger as the transformation starts.

Natural Armour Class: +2 increase due to blubber or scales etc GM’s choice (deep ones get +4 natural)

Stat increase/decrease: +2 STR, +2 CON, -2 CHA. The hybrid becomes stronger and fitter but slowly transforms into an ugly creature of the deep oceans.

Skills: +4 Swim

Prevention: The change into a Deep One can be reversed, at the choice of the GM. This could include a major campaign or quest, for either a LG or LN church opposing a known temple of Dagon or a planet wide search for an artefact or tome of knowledge etc. This brings the nihilistic world view of HP Lovecraft’s writings into the PFRPG and the basic assumption that eventually ‘the stars will be right’ and the hugely powerful entities inhabiting the cosmos will arise and destroy Golarion!!! Of course, it’s the GM’s choice.

Notes: the emphasis is on a slow, physical and mental change as a human transforms into a creature wholly focused on worshipping an all powerful entity from a HP Lovecraft story. Depending on what the GM wishes to achieve in his/her narrative a hybrid could be in the latter stages of development or just starting – each hybrid has common characteristics and something unique that ties it to humanity.

Common characteristics: Large eyes with no iris, large lips, slightly long arms, a hunchback or stooped walk, balding or hair loss, small or shrinking ears, onset of gills.

Unique characteristics: eyes keep their iris/colour, warty skin, asthma or breathing difficulties on land, hay fever, agoraphobia, large ears, no webbing between fingers which means no bonus to swim checks, strange skin colouring – scorpion fish or tiger shark, a pointed shark like face etc

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