Bak

    Seasoned Male Gillman, Scout

    Background

    Bak is a diminutive fellow, some make the mistake of mistaking his statue as an indication of little threat, this they have learned to their detriment.

    He finds idea that his ancestors were captured and forced against their will to serve another abhorrent, he does all he can to hunt down any who would take slaves or captives to free the victims and may the captors pay.

    Description

    Gillmen appear human at first glance, but the gills on their neck and their vibrant purple eye colour give them away. Gillmen have soft, delicate skin in shades of pearly white, peach, salmon, or sandy brown. Their hair is often dark brown or black, but for some it takes on the colours of the sea, and they have thick, expressive eyebrows. Gillmen are physically bound to the sea; they must submerge themselves in water at least once a day or their skin dries and cracks, their organs begin to fail, and they eventually die.


    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
    Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d6+2, Occult d4, Persuasion d6, Shooting d6, Stealth d6, Survival d8
    Pace: 6; Parry: 6; Toughness: 4; Size: Normal (-1)
    Hindrances: Driven (minor, No-one should serve another against their will.), Loyal, Small, Vengeful (minor)
    Edges: Alertness, Arcane Resistance, Quarry (S), Quick, Ranger, Two-Weapon Fighting
    Armor: Sharkskin Armor (Armor 2)
    Weapons: Unarmed (Range Melee, Damage Str), Sword, Short (Range Melee, Damage Str+d6), Sword, Short (Range Melee, Damage Str+d6), Underwater Crossbow, Light (Range 5/10/20, Damage 2d6, ROF 1, AP 2)
    Gear: Adventurer's Kit (p107), 2x Bolts, Bolts Case
    Languages: Common, Aboleth, Aquan
    Current Wealth: 2gp

    Special Abilities

    • Adaptable (Racial): The race has great variation among its people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge’s Requirements).
    • Aquatic (Racial): Native to the water. Cannot drown in oxygenated liquid and moves at full Pace when swimming
    • Attribute Increase (Racial) - Agility: During character creation, the species increases a particular attribute (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait’s maximum by one as well.
    • Dehydration (Racial): Gillmen must immerse themselves in water (salt or fresh) at least one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
    • Edge (Racial) - Arcane Resistance: All members of this race have the same innate Edge chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other Edges. Each Rank beyond Novice costs an additional point to a maximum of Heroic Rank (5).
    • Favored Enemy: Choose a type of enemy from the list on page 244. The ranger gets one free reroll when failing to track (Survival) or attack (Athletics, Fighting, Shooting) that type of being.
    • Selected Favored Enemy: (not set)
    • Favored Terrain: Choose a terrain type (Arctic, Desert, Forest, Jungle, Plains, Hills/Mountains, Rivers/Seas, Swamp, Urban, or Underground). The ranger draws an additional Action Card for initiative when in his Favored Terrain.
    • Selected Favored Terrain: (not set)
    • Wilderness Stride: Rangers pass through rough terrain such as dense forest, rocky hills, or desert sands with ease. They ignore movement penalties for Difficult Ground (see page 124).
    • Languages Known: Common, Aboleth, Aquan

    Advances

    Novice Advances
    • Raise Skills: Fighting/Occult
    • Edge: Alertness
    • Raise Skill: Survival
    Seasoned Advances
    • Edge: Quarry (S)

    Current Load: 31.02 (61)
    Books In Use: Pathfinder Core Book
    Setting Rules: Multiple Languages
    Setting Modlines: +1 Edge
    Validity: Character appears valid and optimal
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