Endure Elements and "water dependence" ....


Advice


Would the spell endure elements protect a Gillman from the effect of being on land ?


No


endure elements wrote:

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Johnnycat's right.


nighttree wrote:

Would the spell endure elements protect a Gillman from the effect of being on land ?

No.. because it's not an effect of climate, of being too hot or cold, but of deprivation. Endure Elements does not protect deprivation.


Are there any low level spells that would ?

Dark Archive

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nighttree wrote:

Are there any low level spells that would ?

Create Water and a tub.


nighttree wrote:

Are there any low level spells that would ?

None that come to mind. Closest thing I can think of would be a druid's wildshape ability.


Velisruna wrote:
nighttree wrote:

Are there any low level spells that would ?

Create Water and a tub.

Collapsible bathtub. Or you could make do with a couple of square yards of canvas and some oil or something to waterproof it.


What are you calling low level? If you had a ranger, third level 'life bubble'


But a ranger doesn't get 3rd level spells until 10th level.


therealthom wrote:
But a ranger doesn't get 3rd level spells until 10th level.

True


Ya...by low I meant like....1st....:P


Gillman are not intended for non-aquatic based campaigns.

You could always take the "Throwback" trait, which basically gets rid of all the bonuses and penalties associated with being an aquatic race.

You can also do the Riverfolk tait, which trades vulnerability to fire, for removing water dependence.

Scarab Sages

Claxon wrote:

You could always take the "Throwback" trait, which basically gets rid of all the bonuses and penalties associated with being an aquatic race.

You can also do the Riverfolk tait, which trades vulnerability to fire, for removing water dependence.

Yeah, two racial traits if you want to remove water dependance. That's the easiest option at character creation.

Outside of character creation, the gillmen water dependence is:

Quote:
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.

So you have to submerge in water fully every 28-48 hours. As written, brief submersion should be fine, you aren't required to spend any specific amount of time submerged.

As for adventurers, this race should be fine for normal adventurers, but as a player, you would need to plan ahead and select equipment/class options that would enable you to make this work.

That said, honestly, this is a terrible race option, at least in terms of game mechanics. I have no clue why you'd want to play this race for game mechanic reasons. Even for underwater adventures, I think this a weak race option. The Undine or Merfolk are just so much stronger options.


If you play a divine caster with a collapse-able bathtub you should be able to set yourself up a bath to sleep in each night to avoid the penalty, though it is definitely extra work, and you might have trouble if you're ever in a time crunch.

I agree with Murdock, the race's mechanics aren't anything particularly special so I don't know why you would want to play it, unless you just really want a play a human that has been genetically modified by Aboleth's.


I'm a fan of the whole Azlant/Thassilon elements ;)
Game mechanics always take a back seat to telling a good story for me :P


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I'm getting Patrick Duffy "Man from Atlantis" or as I call it. "Aquaman in a Speedo" "flashbacks here.


nighttree wrote:

Are there any low level spells that would ?

Alter Self? If you took the form of an air-breathing humanoid you'd be breathing air, I assume. Or at least it'd be a reasonable house rule.

Though at 1 min/level it might not be very practical.

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