I always wanted to play a race of the elder mythos but the
deep one hybrid official force you to play it only in a sea-based campaign, otherwise you die. This is my version of the
deep one as a player race that while it shine in a sea campaing, you can take it everywhere.
Deep One
Deep ones are as at ease dwelling in the most remote of ocean trenches as they are in the shallows that hug secluded shorelines, although their favorite haunts combine the two. The largest deep one cities are located at places not far off shore, but nestled in vast submerged canyons unusually close to those coastlines. This proximity allows deep ones to pursue one of their favorite goals, commingling with and corrupting surface-dwelling humanoids. Unlike skum, a similar aquatic race that reproduces with surface dwellers, deep ones do so not out of a biological need but as a way to spread their blasphemous religion above the ocean waves. The hybrid children of deep ones and humans form a race of their own. These offspring typically live near others of their kind, assuming positions of leadership in their small towns.
Deep ones prefer to fight with their claws. If they do resort to manufactured weapons, they prefer piercing ones, as these function best underwater. They can also use wands and staves; deep ones who pursue the study of more powerful magic often learn to create magic items for their weaker kinfolk to wield.
Deep ones are known to have originated many magic items, including the medallion of Y'ha Nthlei, seal of Hydra, starstone of Mnar, and tiara of Mnar. They also practice a profoundly dangerous method of creating twshas to control shoggoths and proto-shoggoths.
Personality
Deep ones possess minds that are alien, patient, and profoundly calculating. Though they can mimic humanoid emotions when interacting with surface dwellers, most deep ones feel little genuine empathy toward other species. To them, land-dwellers are tools, breeding stock, or potential converts to their strange religion.
Deep ones are methodical and long-viewed planners. Their immortal lifespans encourage schemes that unfold over generations. A coastal town may be infiltrated by hybrid bloodlines for centuries before the deep ones choose to reveal their influence. Loyalty to their kin and to the designs of Cthulhu is absolute, and betrayal within deep one society is rare and brutally punished.
Despite their sinister reputation, deep ones are not mindless destroyers. They are scholars of biology, sorcery, and ancient cosmic lore. Many delight in experimentation, particularly in matters of mutation, breeding, and the shaping of life. Their curiosity, however, is utterly devoid of moral restraint.
The deep ones maintain constant surveillance and contact with the surface world near their homes. Their ultimate purpose is not their prerogative, but determined by Cthulhu’s design. They not only monitor mortal activity for the Great Old One, but may someday be used to supplant the mortal realm.
Their hybridization and inbreeding is one important tool toward that goal, for it allows them to blend in with mortals. The hybrids, of course, knowing they will one day be full deep ones, are fully supportive of the deep ones’ goals.
Physical Description
Physically, deep one are roughly similar to humanoids (in that they are bilaterally symmetrical and have four limbs), so that they can interact more effectively. They use vocal sounds for speech. A deep one typically stands about 7 feet tall, but its hunched gait and lumbering stance can make it appear shorter when it shambles ashore. An average deep one weighs 300 pounds. Deep one society is stratified and controlled by its older, higher ranking members. One feature of deep one biology is that, if fed sufficiently, they continue to grow to indefinite size. Their leaders ensure that this only proceeds under their control: only those deep ones that are needed to be huge in size are permitted to grow unhindered. On occasion, there have been entire cities of gigantic deep ones, but in a typical city, only a few individuals exceed the normal size because a large population of huge deep ones requires more food than most cities can support. Also, giant deep ones cannot breed easily with the mortal races.
When deep ones mutate, they do not necessarily stay humanoid in appearance. Their body form can continue to mutate and adapt, and so extremely large individuals may look very different from their smaller kin (for instance, Dagon and Hydra). The deep ones have great skill in biology and genetics, and thus can often control and direct such growth to suit their nefarious purposes (see the Deep One Legacy feat).
Relations
The deep ones are an incredibly strange species. Though they live undersea, they are capable of operating on land. They are unusually fecund and can interbreed with other species, producing (eventually) more deep ones rather than hybrids. They have their own culture, ancient and independent, yet integrally tied to and invested in humanity and other mortal cultures.
The key to the deep ones' strange nature is that they are an artificial species, created by Great Cthulhu to interact with and possibly supplant humanoids. Although not an ancient race compared to many in the Mythos, their culture is older than those of most humanoids.
The deep ones are able to reproduce with almost any other species of appropriate size. Initially, the resulting young look like the non-deep one parent. Thus, if a deep one mates with a shark, the spawn looks like a shark. If it mates with an elf, the spawn looks like a baby elf.
Over time, as the spawn grows and matures, eventually it will begin to make the transformation into a deep one. In humanoid races, such as orcs, humans, or dwarfs, this starts usually a decade or two after the person reaches physical maturity and takes a significant amount of time to complete. In humans, the hybrids would usually be in their 30s before the metamorphosis begins, and in another decade they resemble deep ones. Psychic or emotional trauma or shock can accelerate or stimulate the change.
The more different the mate is physically from the deep one (particularly in terms of bone structure), the longer the metamorphosis takes. For example, a dolphin may take two or three times as long to complete the change as a human.
Once the deep one change is complete, the entity typically joins the rest of the deep ones beneath the waves. Ideally, the deep ones are aware of their spawn and keep in contact with them, even putting together social constructs to educate and control such individuals (such as the Esoteric Order of Dagon).
The transformation process does not always go well. Some hybrids never manage to complete the change and stall partly into the process. Other genetic errors can occur, and sometimes disease or heredity affects the change for the worse. These malformed hybrids rarely gain a formal position within the deep one society but instead tend to be hangers-on. The deep ones or more fortunate hybrids sometimes use them as tools or pawns. Under the Sea Deep ones are generally one of the most socially and magically sophisticated races of the sea, in their own unsettling way. They typically construct large and complex cities deep under the waves. When these are located near a shore, the local population is often subverted by the deep ones in many ways.
Deep ones are also capable of domesticating and using other types of undersea creatures, particularly Mythos beings such as shoggoths.
Alignment
Most deep ones are chaotic evil, driven by alien instincts, cruel experimentation, and devotion to eldritch powers. However, some display a more structured devotion to their hierarchies and religious orders, making chaotic neutral deep ones not uncommon.
A rare few who spend long periods interacting with humanoid societies, particularly hybrids living among mortals, may drift toward neutral alignments, though such individuals are often viewed with suspicion by their kin.
Religion
Deep ones usually worship the alien entities known as the Outer Gods or the Great Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a deep one elder instead typically venerate that powerful deep one, who in turn serves one of the eldritch gods. Many deep ones gain levels as clerics, inciting religious fervor in their kinfolk and promoting their chosen deities as the greatest among the Outer Gods. Those few who instead choose to take up a less focused devotional path, such as that of an oracle, still venerate the Old Ones as a whole.
Language
Deep ones speak Aklo, the ancient tongue of aberrant and eldritch beings, as well as Common when interacting with surface cultures.
Their voices are wet, gurgling, and resonant, often accompanied by clicks, croaks, and subtle throat vibrations that carry well underwater. Among themselves they frequently mix Aklo with complex tonal sounds that surface races struggle to reproduce.
Names
Deep one names are ancient and guttural, formed from harsh consonants, glottal stops, and liquid sounds meant to be spoken underwater. Many names are difficult for surface dwellers to pronounce properly.
Deep ones rarely distinguish strongly between male and female names, but outsiders often categorize them by subtle tonal differences. A deep one may also possess a secret ceremonial name used only in religious rites to the Great Old Ones.
Male Names: Agloth, Brathog, Chruul, Dorgath, Ghalmur, Hruun, K’thog, Lurgha, Morthal, Thraag, Ulthok, Vruul
Female Names: Alyrgha, Brishka, Chaltha, Drelsha, Ghyra, K’lyssa, Murlatha, Nythra, Shulsha, Thryssa, Ulsha, Velyrra
Deep One Racial Traits (15 RP)
Ability Scores (0 RP): Deep one are strong and wise but not much agile. They gain a +2 Strength, +2 Wisdom, and –2 Dexterity.
Size: Medium.
(0 RP)
Type: Monstrous Humanoid (aquatic, deep one).
(3 RP)
Speed: Deep one have a base speed of 20 ft., but their speed is never modified by armor or encumbrance. They also have a swim speed of 40 ft.
(2 RP, –1 land speed and 2 for swim + 1 for powerful swimmer)
Darkvision: Deep one can see in the dark up to 60 ft.
(0 RP)
Low-Light Vision: Deep one can see twice as far as a race with normal vision in conditions of dim light.
(1 RP)
Light Sensitivity: Deep one are dazzled as long as they remain in an area of bright light.
(–1 RP)
Amphibious: Deep one are amphibious and can breathe both air and water.
(2 RP)
Cold Resistance: Deep one have cold resistance 5.
(1 RP)
Claws: Deep ones receive two primary claw attacks (1d4 damage for a medium Deep one).
(2 RP)
Fecund Nature: A deep one 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.
(0 RP)
Deep Dweller: Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
(1 RP)
Devoted: Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one 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 ones.
(2 RP)
Immortal: A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
(1 RP)
Item Use: A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class. This is a supernatural ability.
(1 RP)
Languages: Deep One begin play speaking Aklo and Common. Deep One with high Intelligence scores can choose from the following: Aboleth, Aquan, Draconic, Elder Thing, Mi-Go, Senzar, and Yithian. See the Linguistics skill page for more information about these languages.
(0 RP)
Deep One Alternative Racial Traits
Improved Spell resistance, lesser (3 RP): The Deep one gain spell resistance equal to 6 + their character level against non-harmless spells and spell-like abilities. This replaces devoted and item use.
Table: Deep One Random Starting Ages
Adulthood | Simple | Moderate | Complex |
15 years | +1d4 | +1d6 | +2d6 |
Table: Deep One Aging Effects
Middle Age | Old | Venerable | Maximum Age |
– | – | – | – |
Table: Deep One Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
Male | 6' 6" | +2d10 | 250 lb. | (2d10) x 4 lb. |
Female | 6' 4" | +2d10 | 160 lb. | (2d10) x 4 lb. |
Feats
Deep One Legacy
Your deep one DNA manifests in an unusual way, resulting in a beneficial throwback or mutation. This path requires a hearty constitution for your body to bear such a potent and unusual mutation.
Prerequisites: Deep one, Constitution score 15.
Benefit: When you select this feat, your body swiftly and permanently deforms in a hideous but beneficial way. You 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 darkvision and low-light vision doubles.
- Finned Tail: You have a long, finned tail. You increase your swim speed by 10 ft.
- Loping Legs: Your legs are longer than normal. Your base speed increases 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 activate your lure no more often than once per hour, but once activated, it stays activated until you choose to deactivate it as a move action.
- Overwhelming Bite: Your face is similar to that of a shark. You gain a bite primary natural attack that inflicts damage as a creature of your size (1d6 for a Medium creature). You cannot select this mutation if you have already selected precise bite.
- Precise Bite: Your face is similar to that of a barracuda. You gain a bite primary natural attack that inflicts damage as a creature of one size smaller than your size (1d4 for a Medium creature), but you threaten a critical hit on a 19–20. You cannot select this mutation if you have already selected overwhelming bite.
- Primordial Armor: Your body gains thick armor plating similar to that possessed by prehistoric fish like the dunkleosteus (in most cases, your facial features and head mutate to resemble this hideous ancient fish). Your gain a +2 natural armor bonus to AC.
Special: You can take this feat multiple times. Each time you select it, you must choose a different mutation from the list above.
Special: If your Constitution is ever reduced below the minimum required to maintain this feat, you lose the ability to benefit from your mutations but they remain physically a part of you. As long as your Constitution remains below 15, these unwieldy and painful deformities reduce your base speed and land speed by 10 feet and lower your Dexterity score by 2 (to a minimum of 1).
Improved Deep One Legacy
Your deep one DNA manifests in an unusual way, with echoes from the deep sea.
Prerequisites: Deep one, Constitution score 19, character level 15th.
Benefit: When you select this feat, your body swiftly and permanently deforms in a hideous but beneficial way. You gain one mutation from the list of the mutations of the
seaclaimed creature template. You manifest the chosen mutation immediately and permanently.
Special: You can take this feat up to 2 times and no more than once every 4 levels after 14th level. Each time you select it, you must choose a different mutation from the list above.
Special: If your Constitution is ever reduced below the minimum required to maintain this feat, you lose the ability to benefit from your mutations but they remain physically a part of you. As long as your Constitution remains below 19, these unwieldy and painful deformities reduce your base speed and land speed by 10 feet and lower your Dexterity score by 4 (to a minimum of 1).
FAVORED CLASS OPTIONS
The following favored class options are available to all Deep One characters who have the listed favored class, and unless otherwise stated, the bonus applies each time the favored class reward is selected.
Aegis: Add +1/3 to the aegis’s customization points.
Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Arcanist: Add +2.5 feet to the distance the arcanist can move when using the dimensional slide exploit (maximum of 1.5 times the usual distance it could move at its given level). This has an effect only for every five increases in distance.
Antipaladin: The antipaladin adds +¼ to the number of cruelties he can inflict.
Barbarian: Add 1 to the barbarian’s total number of rage rounds per day.
Bard: Add +½ to the bard’s bardic knowledge bonus.
Bloodrager: Add 1 to the bloodrager’s total number of bloodrage rounds per day.
Brawler: Increase the number of times per day the brawler can use martial flexibility by +¼.
Cavalier: Add +1/4 to the cavalier’s banner bonus.
Cleric: +1/4th uses of channel energy.
Cryptic: Add +½ to the damage of the cryptic’s disrupt pattern ability.
Dread: Add a +½ bonus to Intimidate checks.
Druid: Add +½ to the damage dealt by the druid’s animal companion’s natural attacks.
Fighter: Add +1/3 to damage rolls the fighter makes with weapon attacks against an opponent that he is flanking or that is denied its Dexterity bonus to AC.
Gunslinger: Add +¼ point to the gunslinger’s grit points.
Harbinger: Add ¼ rounds to the duration of dark claim.
Hunter: Add +1 hit point or +1 skill rank to the hunter’s animal companion. If the hunter ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Inquisitor: +1/6th uses of judgment.
Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Kineticist: Gain 1/6 of an Extra Wild Talent feat.
Marksman: Add a +¼ circumstance bonus to DCs to resist marksman powers.
Magus: The magus gains +1/6 of a new magus arcana.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional ¼ time per day.
Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).
Monk: Add +1/4 point to the monk’s ki pool.
Ninja: Gain +1/6 of a new ninja trick.
Occultist: Gain 1/6 of a new focus power.
Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
Psion: Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest.
Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.
Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.
Psychic Warrior: Add +1/3 to the psychic warrior’s manifester level when manifesting a psychometabolism power.
Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Rogue: The rogue gains +1/6 of a new rogue talent.
Samurai: Gain +1/6 of a daily use of resolve.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Shaman: Gain +1/6 of a new hex.
Shifter: Add 1/3 to the number of minutes the shifter can assume his minor form each day.
Slayer: Gain +1/6 of a new slayer talent.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Soulknife: Add a +1/3 circumstance bonus on critical hit confirmation rolls with the mind blade.
Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom.
Stalker: Gain 1/6 of an additional stalker art.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
Tactician: Add +½ to the tactician’s strategy daily uses.
Time Thief: Add 1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.
Vigilante: Gain +½ on the Disguise bonus provided by seamless guise.
Vitalist: Gain +½ additional daily use of transfer wounds.
Warden: Add ¼ rounds to the duration of armiger’s mark.
Warlord: Gain 1/6 of an additional warlord’s gambit.
Warpriest: Gain 1/6 of a new bonus combat feat.
Wilder: Add 1/4 power known from the wilder power list. This power must be at least one level below the highest power level the wilder can manifest.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.
Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.
Zealot: Gain 1/6 of an additional conviction.