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What form of water dependency? Checking the keywords I find at least two different forms:
Water Dependency (Ex)
A creature with this special ability can survive out of water for 1 minute per point of Constitution. Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.
Weakness Racial Traits
Water Dependent A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
The first is a critical hindrance, the second is nothing more than a nuisance as long as you live near a body of water.
Both are derived from the aquatic subtype. Subtypes have no RP costs, nor give RP AFAIK.
I wouldn't give any RP for it, as either you are choosing it because being able to breathe water is a useful trait in the campaign or you are creating a big problem for the other players if it is a hindrance.
If it is an advantage it shouldn't be rewarded. It is a hindrance you shouldn't be rewarded for creating problems to the other layers.
I want to use the one day version.Diego Rossi wrote:Both are derived from the aquatic subtype. Subtypes have no RP costs, nor give RP AFAIK.Merfolk have the aquatic type but do not have the Water Dependency trait. So the two do not go hand-in-hand.
Because they have the Amphibious trait, that supersedes the aquatic subtype effect.
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
and that has an RP cost:
Amphibious (2 RP): Prerequisite: Swim racial trait; Benefit: Members of this race are amphibious and can breathe both air and water.
Actually, by the cost of that trait, it seems that being Aquatic and being able to breathe air for extended periods (24+4d6 hours is an extended period) has an RP cost. It doesn't give an RP discount at all.
Again, getting RP for something that hasn't a real drawback isn't reasonable.