Is this race decently balanced?


Homebrew and House Rules

RPG Superstar 2009 Top 32

Between their paltry abilities and severe water dependence, the Azlanti Gillmen from page 188 of the Advanced Race Guide (and page 310 of the Inner Sea World Guide) are not very useful as an alternate Player Character Race. While this is fine for an NPC race, if they are to be used as a possible player character, I feel that they need to be better balanced.

Gillman Racial Traits
Gillmen are defined by their class levels—they do not possess racial Hit Dice. All gillmen have the following racial traits.

  • +2 Constitution, -2 Wisdom and +2 Charisma: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed. [0 rp]
  • Aquatic Humanoid: Gillmen are humanoids with the aquatic subtype. [0 rp]
  • Amphibious: Gillmen are fully amphibious, but dislike spending long periods out of the water. [2 rp]
  • Medium: Gillmen are Medium Creatures, so have no bonuses or penalties due to size. [0 rp]
  • Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, and can move in water without making Swim checks. Gillmen do receive the +8 Racial Bonus on swim checks that having a Swim speed normally grants. [2 rp]
  • Low-Light Vision: Adapted from life in deep waters, Gillmen can see twice as far as surface humans in conditions of dim light. [1 rp]
  • Servitor Race: Enduring often brutal enslavement to their aboleth masters, Gillmen have become inured to hardship. Gillmen receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, swimming, starvation, thirst, and hot or cold environments. [2 rp - recolored Desert Runner]
  • Languages: A Gillman begins play speaking Aboleth, Azlanti, and Common. Created to be emissaries to creatures that the Aboleths could not simply dominate, Gillmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [1 rp]
  • Secondary Traits:
    o Height: As Human
    o Weight: As Human
    o Starting Age: As Half-Elf
    o Age Categories: As Half-Elf

    I figure that the race could keep all the flavor text from the ARG.

    This Gillman variant would function as a “non-magical” version of the Undine (See ARG p. 174 to 179).


  • This actually looks pretty good, aside from the 8 RP build. Am I counting right? Throw in a skill bonus. Bonus points for it not obviously steering a player towards a specific character class.

    RPG Superstar 2009 Top 32

    Ciaran Barnes wrote:
    This actually looks pretty good, aside from the 8 RP build. Am I counting right? Throw in a skill bonus. Bonus points for it not obviously steering a player towards a specific character class.

    Yes 8 points, which is equivalent to a Half-Orc.


    it's very well constructed, but you know they have the throwback alt racial trait right? that changes their subtype to human and eliminates all aquatic traits for them.

    RPG Superstar 2009 Top 32

    +5 Toaster wrote:
    it's very well constructed, but you know they have the throwback alt racial trait right? that changes their subtype to human and eliminates all aquatic traits for them.

    Yes. Keep in mind, though that this rebuild removes most of the features that would have been swapped out. In fact, if a "Gillman does that, what racial features do they have left?


    Lord Fyre wrote:
    +5 Toaster wrote:
    it's very well constructed, but you know they have the throwback alt racial trait right? that changes their subtype to human and eliminates all aquatic traits for them.

    Yes. Keep in mind, though that this rebuild removes most of the features that would have been swapped out. In fact, if a "Gillman does that, what racial features do they have left?

    If you are going to do that, why not take a human with an unusual background.

    true enough a bonus against enchantments isn't a big deal comparatively. How about a diplomacy bonus when dealing with a aberrations? Or just a straight diplomacy bonus, the are emissaries after all.

    RPG Superstar 2009 Top 32

    +5 Toaster wrote:
    Lord Fyre wrote:
    +5 Toaster wrote:
    it's very well constructed, but you know they have the throwback alt racial trait right? that changes their subtype to human and eliminates all aquatic traits for them.

    Yes. Keep in mind, though that this rebuild removes most of the features that would have been swapped out. In fact, if a "Gillman does that, what racial features do they have left?

    If you are going to do that, why not take a human with an unusual background.

    true enough a bonus against enchantments isn't a big deal comparatively.

    Especially given that they already lose wisdom ...

    +5 Toaster wrote:
    How about a diplomacy bonus when dealing with a aberrations? Or just a straight diplomacy bonus, the are emissaries after all.

    Does the race need more features?

    I know point wise, it is equal to a Half-Orc, but "Desert Runner" is a much better deal then "Orc Ferocity."


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    They seem weak; decent stats, aquatic which I barely care about, a handful of abilities that I certainly don't care about. Make "Servitor Race" count as Endurance for prerequisites to make them slightly better.


    Pupsocket wrote:
    They seem weak; decent stats, aquatic which I barely care about, a handful of abilities that I certainly don't care about. Make "Servitor Race" count as Endurance for prerequisites to make them slightly better.

    Agreed.

    RPG Superstar 2009 Top 32

    Pupsocket wrote:
    They seem weak; decent stats, aquatic which I barely care about, a handful of abilities that I certainly don't care about. Make "Servitor Race" count as Endurance for prerequisites to make them slightly better.

    You're right, and given the "fixed feat" of Endurance would give slightly better bonuses and could towards the Diehard feat.

    RPG Superstar 2009 Top 32

    Taking the critiques, from my first attempt, this is a retry.

    This version now weighs in at 10 points.

    Gillman Racial Traits
    Gillmen are defined by their class levels—they do not possess racial Hit Dice. All gillmen have the following racial traits.

  • +2 Constitution, -2 Wisdom and +2 Charisma: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed. [0 rp]
  • Aquatic Humanoid: Gillmen are humanoids with the aquatic subtype. [0 rp]
  • Amphibious: Gillmen are fully amphibious, but dislike spending long periods out of the water. [2 rp]
  • Medium: Gillmen are Medium Creatures, so have no bonuses or penalties due to size. [0 rp]
  • Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, and can move in water without making Swim checks. [2 rp]
  • Powerful Swimmer: Gillmen do receive the +8 Racial Bonus on swim checks that having a Swim speed normally grants. [0 rp - part of having the swim speed paid for above - ARG p. 231]
  • Low-Light Vision: Adapted from life in deep waters, Gillmen can see twice as far as surface humans in conditions of dim light. [1 rp]
  • Servitor Race: Enduring the brutal enslavement to their aboleth masters, Gillmen have become inured to hardship. Gillmen automatically receive the Endurance feat. [2 rp]
  • Natural Emissary: Created to be emissaries to creatures that the Aboleths could not simply dominate, Gillmen are naturally talented diplimats. They always treat Diplomacy and Sense Motive as class skills. [1 rp]
  • Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on saving throws against aboleth sources. [1 rp]
  • Languages: A Gillman begins play speaking Aboleth, Azlanti, and Common. Gillmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [1 rp]
  • Secondary Traits:
    -- Height: As Human
    -- Weight: As Human
    -- Starting Age: As Half-Elf
    -- Age Categories: As Half-Elf


  • They should probably get Darkvision.

    RPG Superstar 2009 Top 32

    Pupsocket wrote:
    They should probably get Darkvision.

    May I ask why?

    Are you looking a the VERY deep ocean, which sees no sunlight?


    You picked the skills I was thinking of. Nice job mind-reading.


    Lord Fyre wrote:
    Pupsocket wrote:
    They should probably get Darkvision.

    May I ask why?

    Are you looking a the VERY deep ocean, which sees no sunlight?

    If they primarily dwell in the disphotic zone (twilight zone) they should probably have low-light.

    If they primarily dwell in the aphotic zone (midnight zone) they should probably have darkvision or some sort of bioluminescence.

    I realize these are very "real world" attributes of real world ocean dwelling creatures; I'm not sure how true-to-life you want to go with a fantasy humanoid race, just offering suggestions. I think they'd be fine without either, mind you.

    RPG Superstar 2009 Top 32

    Da'ath wrote:
    Lord Fyre wrote:
    Pupsocket wrote:
    They should probably get Darkvision.

    May I ask why?

    Are you looking a the VERY deep ocean, which sees no sunlight?

    If they primarily dwell in the disphotic zone (twilight zone) they should probably have low-light.

    If they primarily dwell in the aphotic zone (midnight zone) they should probably have darkvision or some sort of bioluminescence.

    I realize these are very "real world" attributes of real world ocean dwelling creatures; I'm not sure how true-to-life you want to go with a fantasy humanoid race, just offering suggestions. I think they'd be fine without either, mind you.

    We know that Aboleth live in the darkest depths. Creatures that they would need to negotiate with (such as Kraken)also live in those depths. So, it follows that they should have darkvision.


    Lord Fyre wrote:
    We know that Aboleth live in the darkest depths. Creatures that they would need to negotiate with (such as Kraken)also live in those depths. So, it follows that they should have darkvision.

    I actually didn't know that. I'm not very up-to-date on the Golarion (sp?) story & fluff.

    In that instance, wouldn't it be more appropriate to give them:

    Deepsight (2 RP)
    Prerequisites: Amphibious racial trait.
    Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

    My problems with deepsight are a. it's very situational (you'll never use it unless you're in an aquatic adventure and b. it's a bit overpriced for what you get from a situational power.

    RPG Superstar 2009 Top 32

    Da'ath wrote:
    Lord Fyre wrote:
    We know that Aboleth live in the darkest depths. Creatures that they would need to negotiate with (such as Kraken)also live in those depths. So, it follows that they should have darkvision.

    I actually didn't know that. I'm not very up-to-date on the Golarion (sp?) story & fluff.

    In that instance, wouldn't it be more appropriate to give them:

    Deepsight (2 RP)
    Prerequisites: Amphibious racial trait.
    Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

    My problems with deepsight are a. it's very situational (you'll never use it unless you're in an aquatic adventure and b. it's a bit overpriced for what you get from a situational power.

    I agree. Deepsight might be more appropriate. However, as you point out, "deepsight" is too situational.

    One of my objectives for rebuilding the Gillmen as to make them more useful then they are now. (Check out their original write-up on page 310 of the Inner Sea World Guide.)

    RPG Superstar 2009 Top 32

    Trying again. :)

    Now weighing in at 11 points, same as a Dwarf, with what I hope to be the final update.

    Gillman Racial Traits
    Gillmen are defined by their class levels—they do not possess racial Hit Dice. All gillmen have the following racial traits.

  • +2 Constitution, -2 Wisdom and +2 Charisma: Gillmen are vigorous and beautiful, but their domination by the aboleths has made them weak-willed. [0 rp]
  • Aquatic Humanoid: Gillmen are humanoids with the aquatic subtype. [0 rp]
  • Amphibious: Gillmen are fully amphibious, but dislike spending long periods out of the water. [2 rp]
  • Medium: Gillmen are Medium Creatures, so have no bonuses or penalties due to size. [0 rp]
  • Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, and can move in water without making Swim checks. [2 rp]
  • Powerful Swimmer: Gillmen do receive the +8 Racial Bonus on swim checks that having a Swim speed normally grants. [0 rp - part of having the swim speed paid for above - see ARG p. 231]
  • Darkvision: Adapted from life in deep waters of their aboleth masters, Gillmen can see in the dark up to 60 feet. [2 rp]
  • Servitor Race: Enduring the brutal enslavement to their aboleth masters, Gillmen have become inured to hardship. Gillmen automatically receive the Endurance feat. [2 rp]
  • Natural Emissary: Created to be emissaries to creatures that the Aboleths could not simply dominate, Gillmen are naturally talented diplimats. They always treat Diplomacy andSense Motive as class skills. [1 rp]
  • 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. [1 rp]
  • Languages: A Gillman begins play speaking Aboleth, Azlanti, and Common. Gillmen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [1 rp]
  • Secondary Traits:
    -- Height: As Human
    -- Weight: As Human
    -- Starting Age: As Half-Elf
    -- Age Categories: As Half-Elf

    Are they now, at 11 points, too now powerful (given that their amphibious quality and swim speed are still somewhat situational)?


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    Re: The Inner Sea Guide. They are just... horrible. It's the same feeling I got when I saw Pathfinder's "Kobold" write up.

    Your latest version looks great to me. By great, I mean I could actually see someone playing them from a mechanical perspective.

    RPG Superstar 2009 Top 32

    Da'ath wrote:

    Re: The Inner Sea Guide. They are just... horrible. It's the same feeling I got when I saw Pathfinder's "Kobold" write up.

    Your latest version looks great to me. By great, I mean I could actually see someone playing them from a mechanical perspective.

    As long as it still fits the "flavor text" of the original, then I will have accomplished what I was trying to do. :)

    RPG Superstar 2009 Top 32

    ... and as a finishing touch.

    Optional Trait System
    The Advanced Player’s Guide introduced an optional system of character traits to allow players to further customize their heroes and as a tool to define the character’s background and upbringing. When using that system, the following count as “Race Traits” for Gillman characters.
    Note: These also presume that a loyal servitor to the aboleths would not be useful as a player character.

    Slime Hunter: These Gillmen are from tribes that have fought against aboleths since escaping their domination. They often hunt the abominations and their creations; unwilling forget what was done to them.

  • Requirement: Gillman.
  • Racial Features: These Gillmen no longer suffer the -2 penalty on saves verses enchantments cast by aboleths or their servitors.
  • Benefits: A skilled hunter, you also have a +1 trait bonus on Survival checks and may take Survival as a Class skill. You also receive a +1 bonus on any attack rolls against aboleths, but not their servitors (such as Ugothols or Ulat-kini).

    Throwback: Some gillmen are throwbacks to their land-dwelling human ancestors. They actually prefer to live on land and have integrated themselves well into a local human culture. Of course, that this choice puts them largely beyond the reach of their former masters is not lost upon them.

  • Requirement: Gillman, must know the language(s) of the appropriate settlements
  • Benefits: You’ve become acquainted with the ways of surface humans, thus you have a +1 trait bonus on Diplomacy and Knowledge (local) checks. You also brought some extra wealth up from the depths with you, the proceeds of which add an extra 100 gold to your starting funds.
  • Special: Despite the Gillman’s odd cultural and environmental choices, he or she fully retains their racial abilities.

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