The Aboleth captured many of the humans who lived in coastal areas and set up massive camps below the waves, experimenting on their captives. Countless human lives were lost, but out of the experiments, the Gillmen were born. Generations later, the Aboleth have a huge population of enslaved Gillmen. One large enclave rebelled against their Aboleth masters, many dying to give a handful of Gillmen the chance to escape. The escaped Gillmen fled for months, until they encountered an isolated island chain. Exhausted by their flight and unable to continue, the Gillmen explored the islands, hoping to find a sanctuary. The Ratfolk who populated the islands agreed to share them with the Gillmen, in exchange for help with labor and fishing. While the relationship has been rocky at times, these two races have lived together peacefully for several generations, their blended society stable.
In addition to any previous racial abilities and traits:
Gain darkvision 30 ft if they don’t have better.
Gillmen gain weapon proficiency in net, trident, firearms, and repeating crossbows.
Gillmen gain +2 to profession sailor, and it is always considered a class skill.
Gillmen must be immersed in water for a two full hours at least once a week.
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. Once a week they may reroll a failed save against an enchantment effect by a non-aboleth source. They must take the results of the reroll.
Gillmen may begin with metal equipment.
Alternate Racial Traits:
Slimehunter: 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. They gain +4 to sense motive to determine if someone is under an enchantment effect. This racial trait replaces enchantment resistance.