Post by Nessa on Mar 14, 2011 16:34:59 GMT -5
Gargoyle
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (20 hp)
Initiative: +3
Speed: 30 ft (6 squares), 50 ft glide (10 squares)
Armor Class: 14 (+3 natural, +1 Dex), touch 11, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (1d8+4)
Full attack: 2 claws +7 melee (1d8+4)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Rage, Claws of Stone, Darkvision 60 ft, Stone Sleep, Extraordinary Leap, Environmental Tolerance
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 10, Wis 8, Cha 8
Skills: Climb +14, Jump +14, Intimidate +4
Feats: Thug, Improved Natural Attack (claw)
Organization: Gang (1-4), patrol (2-8 plus 1 3rd-level leader), clan (15-30 plus three 3rd-level leaders and 1 5th level clan chief, plus 20-30 eggs or young)
Challenge Rating: 3
Alignment: Often neutral
Advancement: By character class
Level adjustment: +3
This beast looks like a statue of stone come to life, the dark colors of rock replaced by a reptilian skin. It is about six and a half feet tall with wide-spread wings, fingers that end in long claws. When it recognizes you as a threat, its eyes glow and it lets out a deep growl.
Gargoyles are creatures of myth come to life, who oft hold deep distrust for humans. Their ancestry is unknown, but they have existed often for centuries in one place. However, the last thousand years or so have led to the almost destruction of the species.
Gargoyles are a clan-oriented species who live by a certain sense of honour. They feel a deep connection to their place of birth, their home, and will usually defend it with their lives. They may allow humans to inhabit their home if they trust those humans to defend them while they sleep. This sort of mutual defense agreement may last for generations of humans and gargoyles alike; however, when betrayed, the clan is usually completely destroyed while they sleep.
The gargoyle method of sleep is central to their concept of existence. When the sun rises, gargoyles turn to a near-stone subject in order to rejuvenate and rest. This process is unavoidable and places gargoyles at great danger if they are found by hostiles. Because of this, gargoyle clans tend to exist only in the most remote, inaccessible locations.
Gargoyles speak the local language for the human culture they exist near. They are known to exist in England, Scotland, Japan, South America, and more recently, in Manhattan. Most gargoyles that advance into a class take the warrior or the strong ordinary classes.
Combat
Most gargoyles are not proficient with any weapons, and prefer to use their claws, wings, and tails to fight. Some gargoyles take weapon proficiencies or go into classes that grant these proficiencies. Due to the gargoyles' reliance on their climb and jump skills, they are loathe to wear anything heavier than light armor.
Gargoyles will typically enter combat and utilize their rage skill as quickly as possible when confronted by a dangerous foe. Some gargoyles will specialize in melee fighting, while others will work with glide-by attacks. All gargoyles will use their greater maneuverability to avoid being hit. Gargoyles who do use weapons almost exclusively use melee weapons.
Rage (ex): A gargoyle gains rage as a barbarian (see PH, pg 25). A gargoyle's racial hit dice stack with levels of barbarian to determine level-based rage abilities, such as greater rage or times of rage per day available.
Claws of Stone (ex): A gargoyles claws ignore the first five points of hardness when attacking an object.
Stone Sleep (ex): A gargoyle becomes stone during the day. They cannot act at all and can be destroyed as any thing of stone might be, gaining a stone's hardness during their rest. When attacked in stone form, a gargoyle is destroyed when enough damage to kill it is dealt through the hardness. A gargoyle heals three times the normal hp for an evening's rest, and their rest can't be disturbed by the environment or by the armor they wear. In addition, a gargoyle gains a +4 bonus on any saves made during their rest versus existing effects.
Extraordinary Leap (ex): A gargoyle takes only half the penalty for not having a running start in a jump. Also, the gargoyle's total jump height or distance is not limited by his or her height.
Environmental Tolerance (ex): Gargoyles have double the range of humans for environmental tolerance while awake.
Gargoyles As Characters
Gargoyle leaders tend to be fighters, barbarians or (in the modern era) strong or tough heroes. Their faith tends to be either the generic gargoyle faith, or local religious beliefs. Gargoyle spellcasters are almost non-existent, but the occasional wizard or mage appears.
Gargoyle Traits (ex): Gargoyles possess the following traits.
--- +4 Strength, +2 Dexterity, +2 Constitution, -4 Charisma.
--- A gargoyle's base land speed is 30 ft. It has a base glide speed of 50 feet forward for every 5 feet dropped.
--- Racial Hit Dice: A gargoyle begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
--- Racial Skills: A gargoyle's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier [minimum 1]). Its class skills are Climb, Jump, Intimidate, Listen, and Spot.
--- Darkvision out to 60 feet.
--- Rage: A gargoyle can rage as a barbarian. Its racial HD stack with barbarian levels for determining rage abilities.
--- Claws of Stone: A gargoyle ignores the first 5 points of hardness when attacking an object.
--- Stone Sleep: A gargoyle turns to stone during the day, gaining extra healing and ignoring conditions.
--- Extraordinary Leap: A gargoyle can leap with great ease.
--- Environmental Tolerance: Gargoyles have double the range of humans for environmental tolerance while awake.
--- +4 on Climb checks. Gargoyles' claws allow them to climb swiftly and easily.
--- +4 on Jump checks. Gargoyles can leap higher and further than humans.
--- +4 on Intimidate checks. Gargoyles are scary.
--- Favored class: Barbarian
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (20 hp)
Initiative: +3
Speed: 30 ft (6 squares), 50 ft glide (10 squares)
Armor Class: 14 (+3 natural, +1 Dex), touch 11, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (1d8+4)
Full attack: 2 claws +7 melee (1d8+4)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Rage, Claws of Stone, Darkvision 60 ft, Stone Sleep, Extraordinary Leap, Environmental Tolerance
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 10, Wis 8, Cha 8
Skills: Climb +14, Jump +14, Intimidate +4
Feats: Thug, Improved Natural Attack (claw)
Organization: Gang (1-4), patrol (2-8 plus 1 3rd-level leader), clan (15-30 plus three 3rd-level leaders and 1 5th level clan chief, plus 20-30 eggs or young)
Challenge Rating: 3
Alignment: Often neutral
Advancement: By character class
Level adjustment: +3
This beast looks like a statue of stone come to life, the dark colors of rock replaced by a reptilian skin. It is about six and a half feet tall with wide-spread wings, fingers that end in long claws. When it recognizes you as a threat, its eyes glow and it lets out a deep growl.
Gargoyles are creatures of myth come to life, who oft hold deep distrust for humans. Their ancestry is unknown, but they have existed often for centuries in one place. However, the last thousand years or so have led to the almost destruction of the species.
Gargoyles are a clan-oriented species who live by a certain sense of honour. They feel a deep connection to their place of birth, their home, and will usually defend it with their lives. They may allow humans to inhabit their home if they trust those humans to defend them while they sleep. This sort of mutual defense agreement may last for generations of humans and gargoyles alike; however, when betrayed, the clan is usually completely destroyed while they sleep.
The gargoyle method of sleep is central to their concept of existence. When the sun rises, gargoyles turn to a near-stone subject in order to rejuvenate and rest. This process is unavoidable and places gargoyles at great danger if they are found by hostiles. Because of this, gargoyle clans tend to exist only in the most remote, inaccessible locations.
Gargoyles speak the local language for the human culture they exist near. They are known to exist in England, Scotland, Japan, South America, and more recently, in Manhattan. Most gargoyles that advance into a class take the warrior or the strong ordinary classes.
Combat
Most gargoyles are not proficient with any weapons, and prefer to use their claws, wings, and tails to fight. Some gargoyles take weapon proficiencies or go into classes that grant these proficiencies. Due to the gargoyles' reliance on their climb and jump skills, they are loathe to wear anything heavier than light armor.
Gargoyles will typically enter combat and utilize their rage skill as quickly as possible when confronted by a dangerous foe. Some gargoyles will specialize in melee fighting, while others will work with glide-by attacks. All gargoyles will use their greater maneuverability to avoid being hit. Gargoyles who do use weapons almost exclusively use melee weapons.
Rage (ex): A gargoyle gains rage as a barbarian (see PH, pg 25). A gargoyle's racial hit dice stack with levels of barbarian to determine level-based rage abilities, such as greater rage or times of rage per day available.
Claws of Stone (ex): A gargoyles claws ignore the first five points of hardness when attacking an object.
Stone Sleep (ex): A gargoyle becomes stone during the day. They cannot act at all and can be destroyed as any thing of stone might be, gaining a stone's hardness during their rest. When attacked in stone form, a gargoyle is destroyed when enough damage to kill it is dealt through the hardness. A gargoyle heals three times the normal hp for an evening's rest, and their rest can't be disturbed by the environment or by the armor they wear. In addition, a gargoyle gains a +4 bonus on any saves made during their rest versus existing effects.
Extraordinary Leap (ex): A gargoyle takes only half the penalty for not having a running start in a jump. Also, the gargoyle's total jump height or distance is not limited by his or her height.
Environmental Tolerance (ex): Gargoyles have double the range of humans for environmental tolerance while awake.
Gargoyles As Characters
Gargoyle leaders tend to be fighters, barbarians or (in the modern era) strong or tough heroes. Their faith tends to be either the generic gargoyle faith, or local religious beliefs. Gargoyle spellcasters are almost non-existent, but the occasional wizard or mage appears.
Gargoyle Traits (ex): Gargoyles possess the following traits.
--- +4 Strength, +2 Dexterity, +2 Constitution, -4 Charisma.
--- A gargoyle's base land speed is 30 ft. It has a base glide speed of 50 feet forward for every 5 feet dropped.
--- Racial Hit Dice: A gargoyle begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
--- Racial Skills: A gargoyle's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier [minimum 1]). Its class skills are Climb, Jump, Intimidate, Listen, and Spot.
--- Darkvision out to 60 feet.
--- Rage: A gargoyle can rage as a barbarian. Its racial HD stack with barbarian levels for determining rage abilities.
--- Claws of Stone: A gargoyle ignores the first 5 points of hardness when attacking an object.
--- Stone Sleep: A gargoyle turns to stone during the day, gaining extra healing and ignoring conditions.
--- Extraordinary Leap: A gargoyle can leap with great ease.
--- Environmental Tolerance: Gargoyles have double the range of humans for environmental tolerance while awake.
--- +4 on Climb checks. Gargoyles' claws allow them to climb swiftly and easily.
--- +4 on Jump checks. Gargoyles can leap higher and further than humans.
--- +4 on Intimidate checks. Gargoyles are scary.
--- Favored class: Barbarian