Help with Gillman Servitor


Advice


I'm starting up a Shackles and Skulls campaign and a player has chosen to go with a Gillman. I'd like to run a few things by everyone:

1)

Possible Spoiler:
: How do I go about keeping him on the ship? Why wouldn't he just jump off after finding himself press-ganged into service?

2) From what I've seen, they appear to be an under-powered race. As such, I was thinking of adding a special dark-vision which only operates under water. Any reason this might be over doing it?
3) What is the Gillman Servitor and how does it work? Can I leverage this to help with item 1?


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For starters, here's what Servitor is:
"Servitor: Gillmen serve the dark, unfathomable schemes of the reclusive aboleths, but unless the gillmen go against the orders of their aboleth masters (which are often unknown to them, masked in the form of hidden memories triggered by key events), they are free to act as they wish. In a campaign, these orders are wholly up to the GM, meaning the player of a gillman character cedes some elements of self-control when it best serves the story of the campaign."
Which means you, as the GM, can certainly use this trait to keep him on the boat. As far as keeping him on the boat otherwise, though, a bit more information on his backstory might be helpful. Give him a reason to stay on the boat - a bond with someone else present, threats against things he loves, etc.

I don't think underwater darkvision is overdoing it. They're still a mediocre race, imo.


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Personally I'll let him use the ARG version for the Gillmen race without the Servitor.

PRD

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