Tuesday, 11 September 2012

G is for Gillmen

Gillmen are the descendants of a humanoid race that was saved/experimented on by aboleths or other dark forces. According to the Advanced Race Guide, gillmen possess the following racial characteristics.

Gillmen Racial Characteristics

+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.

(0 RP) - Standard Abilities
(0 RP) - Medium size
(1/2 RP) - Aquatic Subtype (grants Swim as a class skill, this is half as good as skill training)
(0 RP) - Normal Speed
(2 RP) - Swim speed
(2 RP) - Amphibious
(1 RP) - Enchantment Resistance (about 1/2 as good as elven resistance)
(-1 RP) - Water Dependent 
(0 RP) - Standard languages [could have one more option]

Overall the Gillman is about a 5.5 RP race. Not very attractive at all for player use. Let's try to do something about that. There are a number of ways to approach improving the gillmen so they will be more useful. I think I'm going to continue to build on the aboleth background a bit but veer off from the servitor race of aboleths and go to more of an escaped slave race which is a common theme on Porphyra.

1) I'm losing Water Dependent because I want our races to be usable in many types of campaigns, not just underwater campaigns.

RP 6.5

2) I'm going to change Enchantment Resistance to Gillmen Immunities and make it comparable to Elven Immunities ability which is fine because elves no longer receive it. 

RP 7.5

3) As aboleths are psionic creatures on Porphyra, their created gillmen are also psionic and possess the psionic aptitude and naturally psionic.

RP 10.5

4) If think I will throw in a Weapon Training with tridents.

RP 11ish


Porphyran Gillmen Racial Traits (Goal 10-12 RP)
+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.
Gillmen Resistance: Gillmen are immune magic sleep effects and gain either a +2 racial bonus on saves versus telepathy powers or enchantment spells and effects. Once selected this cannot be changed.
Naturally Psionic: Gillmen gain the Wild Talent feat as a bonus feat at 1st level. If a gillman takes levels in a
psionic class, he instead gains the Psionic Talent feat.

Psionic Aptitude: When a gillman takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Weapon Training: Gillmen are proficient with tridents.
Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven.



The Darkened Surf
The Darkened Surf (CR 3; 800 XP)
Male gillmen dread 4
NE Medium humanoid (aquatic, psionic)
Init -1; Senses Perception +7
Aura fear (10 ft.; -4 save vs. fear)
DEFENSE
AC 9, touch 9, flat-footed 9
(-1 Dex)
hp 11 (1d8+3)
Fort +3, Ref +1, Will +2; +2 vs. telepathy
Immune sleep
OFFENSE
Speed 30 ft.; swim 30 ft.
Melee mwk trident +4 (1d8) or devastating touch +3 (1d6+4)
Ranged mwk trident +3 (1d8)
Special Attacks channel terror, terrors (8/day - horrible strike, incite fear)
Dread Powers Known (ML 4th; concentration +8; 16 PP)
   2nd - true terror
   1st - demoralize, lingering touch, unearthly terror
   0th - conceal thoughts, empathy
STATISTICS
Str 10, Dex 8, Con 16, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 12
Feats Fear Mastery, Psionic Endowment, Psionic Talent(B)
Skills Autohypnosis +7, Intimidate +13, Knowledge (psionics) +8, Perception +7, Sense Motive +7, Spellcraft +8, Stealth +6, Swim +8
SQ aquatic, fearsome insight +2, weapon training
Languages Aboleth, Ancient Porphyran, Common
Gear 2,400 gp of additional gear (because I hate buying gear).
DEMOGRAPHICS
Deity Shade
Homeland Boroughs of Dunmark

The Darkened Surf lives on a small island close to Plainsmouth in the Boroughs of Dunmark. From his hidden island home he is able to use his psionic powers to explore the true terrors that lay hidden in the shielded minds of the Dunmarkians. Surf does not like the area, it is dreary and depressing at the best of times and even though he specializes in drawing negative emotions to others, he is finding his own temperament changing by the day. He suspects aboleth involvement in the community and if he can find a way to through his torture of the Dunmarkians to strike a blow against the aboleth nations then no price is too much. 


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