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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 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 316 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 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 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 You can

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