Archives of Nethys

Core Races | Other Races


Source Advanced Race Guide pg. 1 (Amazon), Inner Sea World Guide pg. 310 (Amazon), Pathfinder Campaign Setting pg. 19 (Amazon)
Monster Entry Link
Gillmen are the remnants of a race of surface-dwelling humanoids whose homeland was drowned in a great cataclysm at the hands of the aboleth. The aboleths rescued a few survivors, warping them into an amphibious race to serve as emissaries to the surface world. Modern gillmen remain reclusive and suspicious, scarred by both the loss of their ancient heritage and the sure knowledge that aboleths do nothing without expecting to profit from it. Physically gillmen have expressive brows, pale skin, dark hair, and bright purple eyes. Three slim gills mark each side of their necks, near the shoulder, but they are otherwise close enough in appearance to humans that they can pass as such (for a time) without fear of detection.

Gillman Racial Traits

+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.

Gillman Alternate Racial Traits

Replaces Amphibious, Enchantment Resistance

Deep Gillman
Source Inner Sea Races pg. 215
Some gillmen live in the deeper ocean and almost never visit the land above the sea. Such gillmen gain darkvision to a range of 60 feet and resist cold 5, in order to survive the lightless depths. This racial trait replaces amphibious and enchantment resistance.

Replaces Water Dependent

Source Advanced Race Guide pg. 1 (Amazon)
Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen particularly susceptible to flames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Source Advanced Race Guide pg. 1 (Amazon)
Some gillmen are throwbacks to their land-dwelling human ancestors. Gillmen with this racial trait do not have the amphibious trait, have the human subtype instead of the aquatic subtype, have no swim speed or bonuses to the Swim skill, cannot breathe water, and do not have the water dependent racial trait.

Replaces Enchantment Resistance

Source Advanced Race Guide pg. 1 (Amazon)
Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This racial trait replaces enchantment resistance.

Gillman Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Gillmen have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Gillmen who have the listed favored class.

Fighter (Advanced Race Guide pg. 1 (Amazon)): Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Rogue (Advanced Race Guide pg. 1 (Amazon)): The rogue gains 1/6 of a new rogue talent.
Sorcerer (Advanced Race Guide pg. 1 (Amazon)): Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Wizard (Advanced Race Guide pg. 1 (Amazon)): Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.