Homebrew Content for a Lovecraftian Homebrew Campaign


Homebrew and House Rules


So I know Pathfinder 1E didn’t do anything with the deep ones, but inspiration struck me and I want to make some homebrew content for deep ones, as preparation for a Lovecraftian themed homebrew campaign-so far the title is Dagon’s Tides, but I can work with it.

One of the things for this homebrew would be stuff given to deep one and deep one hybrids, and maybe even add in more creatures with the deep one subtype.

I already wanna build a Deep One bloodline for bloodragers and sorcerers, but let’s take it a step further with alternate racial traits and feats. Already had one idea-

Feat: Wand Fanatic:
Like your deep one relatives, you’re attracted to the potential of wands, to the point where you can use certain ones with little training.
Prerequisite: Deep one hybrid, 1 rank in Use Magic Device (maybe more depending on how strong this feat is)
Effect: Select one spellcasting class. You can use wands containing spells from that class without needing to make Use Magic Device checks.
Special: This feat can be selected more than once. When you select it again, choose a different spellcasting class.

EDIT: Aand I’m already brainstorming some AP part names and their final bosses

Part 1: Mysteries in the Shore (final boss: advanced deep one hybrid bloodrager (urban bloodrager, destined bloodline) 6)
Part 2: Blood and Flotsam (final boss: deep one arcanist 10)
Part 3: Unknown
Part 4: Unknown
Part 5: Unknown (final boss: aboleth arcane caster/cleric of Dagon/mystic theurge)
Part 6: The Roar of Dagon (final boss: deep one elder antipaladin of Dagon)


Can use the oracle curse as some inspiration for the bloodline powers:

Deep One:
(Horror Realms pg. 14): The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.


I grok do u wrote:
Can use the oracle curse as some inspiration for the bloodline powers: ** spoiler omitted **

Gonna be honest I never knew that was an oracle curse. I gotta grab that book next month.

And I might incorporate the rules of Horror Adventures into the mix, because while it might end up having a solid chunk of the adventure as an aquatic one (if there’s a way to handwave the rules for that I’d love to know), I want it to be different from Ruins of Azlant by focusing on the horror and mystery.

Some common enemies I can see include grindylows, zombies, giant bats and obviously various deep one hybrids for the first adventure, and as things get worse, deep ones, sahuagins, marsh giants (and marsh giant hybrids), demons and more.

I also wanna tweak the deep one hybrid rule to say that while the standard deep one hybrid is part human subtype, deep one hybrids that have the humanoid subtype of elf, dwarf, orc, and even tengu (though the latter is rare).


lemme go ahead and type up some ideas statistic wise for the final boss.

Zarilu, Champion of Dagon, and the plot of this campaign:
Obviously an elder deep one, with antipaladin class levels. Assuming this campaign's level cap ends at 17, we'll have to bump him to a CR 20 encounter.

Giving him wealth equal to a PC class level would bump up the CR by 1, for CR 15, and to get him to CR 20, he needs to either have 10 levels of antipaladin, or 8 levels and the advanced template (I'd like to do the former). This isn't even considering the minions he has-hezrou demons are a perfect choice, and deep ones with levels in abyssal bloodrager, barbarian, or warpriest of Zarilu are excellent choices. The arena would be similar to the Eye of Avarice in RotRL, but I'm also considering the possibility that fully aquatic enemies that freely fly in the air as if the air is water. Also I would want to give him some different domains than presented in the deep one elder's stats.

And like many BBGs, this guy is directly responsible for many major bosses in the campaign-he would be the father of both the deep one arcanist fought in part 2, and definitely more powerful deep ones, and the grandfather or great-grandfather of the urban bloodrager that's the end fight of part 1. The rogue aboleth in part 5 would've been one who was studying on the phenomenon caused by the deep ones, only to go mad from discovering Zarilu, and Dagon, and converted into a fanatic of Dagon. I still can't figure out the end bosses of part 3 and 4, though part 4 can easily be a favored servant of Zarilu who is a hezrou (maybe a hezrou inquisitor of Zarilu?)

The general plot of this campaign is that, somewhere on a coastal setting, contact with a good sized fishing and trading port town has been cut off, and all boats going that way don't come back, so PCs are asked to investigate. Part 1 would be realizing that something really bad happened, part 2 would be figuring out a cult of Dagon is behind it, and part 3 is the realization that Dagon is planning to burst out of Golarion's oceans and cause the world to end.

More help on this campaign would be amazing.


The end bosses have been moved around-part 3 will be the hezrou inquisitor, part 4 will be a half fiend brine dragon battle oracle.


okay no I finally decided on an actual final boss for part 4-a black dragon zombie lord (with potential oracle levels)

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