Gillmen

System: Pathfinder | SRD | Source: Advanced Race Guide

Gillmen are the remnants of a race of surface-dwelling humanoids whose homeland was drowned in a great cataclysm at the hands of the aboleth. The aboleths rescued a few survivors, warping them into an amphibious race to serve as emissaries to the surface world. Modern gillmen remain reclusive and suspicious, scarred by both the loss of their ancient heritage and the sure knowledge that aboleths do nothing without expecting to profit from it. Physically gillmen have expressive brows, pale skin, dark hair, and bright purple eyes. Three slim gills mark each side of their necks, near the shoulder, but they are otherwise close enough in appearance to humans that they can pass as such (for a time) without fear of detection.

Racial Traits

+2 Constitution, +2 Charisma, -2 Wisdom

Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed.

Medium

Gillmen are Medium creatures and have no bonuses or penalties due to their size.

Aquatic

Gillmen are humanoids with the aquatic subtype.

Normal Speed

Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Amphibious

Gillmen have the aquatic subtype, but can breathe both water and air.

Enchantment Resistance

Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Water Dependent

A gillman's body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Languages

Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven.

Alternate Racial Traits

Riverfolk (replaces water dependent)

Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen particularly susceptible to flames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Slimehunter (replaces enchantment resistance)

Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This racial trait replaces enchantment resistance.

Throwback

Some gillmen are throwbacks to their land-dwelling human ancestors. Gillmen with this racial trait do not have the amphibious trait, have the human subtype instead of the aquatic subtype, have no swim speed or bonuses to the Swim skill, cannot breathe water, and do not have the water dependent racial trait.

Favored Class Options

Fighter

Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Rogue

The rogue gains 1/6 of a new rogue 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.

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.

Source: Advanced Race Guide

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