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    blakeryan
    Apprentice Greytalker


    Joined: Apr 22, 2009
    Posts: 36

    PostPosted: Fri Jan 07, 2011 1:57 am    Post subject: Gargoyles - Revised Reply with quote

    Gooday

    I always though Gargoyles were under used and would make a good elder race for a fantasy world. So here's what i've used for Pathfinder -

    - Gargoyle -
    Neutral - Magical Humanoid (Earth)
    Speed 40 ft., fly 60 ft. (average)
    Senses: Darkvision 60 feet, Low-light vision.
    Languages Common, Dwarven, Terran.
    Environment Any, usually Cities & Mountains.
    Organization solitary, pair, or wing (312).
    Treasure - Standard.
    Spell like ability - Once per hour - Alter Self, 10 minutes duration. This is limited to stone or rock like texture. So they generally turn into different sorts of statues, piles of bricks, fountains, garden benches, earth elementals (apperance only).

    Gargoyles were created long ago by the Dwarves as guardians against their many foes. Over time Gargoyles left and infiltrated many towns and cities. They still sometimes ally with Dwarves against Dragons and Giants. Gargoyles tend of focus on PC race and Humanoid activity, caring little for other Planes of existance, plants or animals.

    Gargoyles are Bards. Level as per Hit Dice. Gargoyles have skin in all shades of rock and stone. Their eyes glow when they show strong emotion. Gargoyles can eat anything and are just as active during night or day. Gargoyles are often overconfident and love collecting objects.

    Gargoyles capture intelligent foes for information. Gargoyles are often affiliated with thieves guilds, or run them completely. They thrive on gaining knowledge, and sharing it for a cost. They have a weakness for Gems and the promise of information. Gargoyles often talk to statues, believing them to be trapped elders.

    CR 5 : 2(D10)HD Small 4ft,
    Attributes - 10 Str, 14 Dex, 10 Con, 8 Int, 6 Wis, 12 Cha.
    BA +2 / +2 Claw/Claw D4 / Fort +3, Ref +5 Will --
    DR 3/Magic, Silver, Holy. SR --
    Feats - Flyby Attack
    Skills - Bluff - (+1), Diplomacy - (+1 ), Fly 2 (+4), Knowledge Local 0 (-1), Perception 0 (-2), Spellcraft 0 (-1), Stealth - (+2), Survival 2 (-2)
    2 Bard levels : Typical Spells are Daze, Ghost Sound, Message, Read Magic. Comprehend Languages, Disguise Self, Sleep.

    CR 8 : 5(D10)HD Medium 6ft,
    Speed 40 ft., fly 60 ft. (average)
    Attributes - 14 Str, 12 Dex, 10 Con, 10 Int, 8 Wis, 13 Cha.
    BA +5 / +7 Claw/Claw/Horns D6+2 / Fort +4, Ref +5 Will +1
    DR 6/Magic, Silver, Holy. SR 10
    Feats - Flyby Attack, Hover
    Skills - Bluff - (+1), Diplomacy - (+1 ), Fly 3 (+4), Knowledge Local 3 (+3), Perception 3 (+2), Spellcraft 3 (+3), Stealth - (+1), Survival 3 (+2)
    5 Bard Levels : Typical Spells are Daze, Ghost Sound, Message, Read Magic. Comprehend Languages, Disguise Self, Sleep. Detect Thoughts, Invisibility, Tongues.

    CR 13 : 8(D10)HD Large 8ft,
    Attributes - 18 Str, 10 Dex, 10 Con, 12 Int, 10 Wis, 14 Cha.
    BA +8 / +12/+7 Claw/Claw/Horns D8+4 / Fort & Ref +6, Will +2
    DR 9/Magic, Silver, Holy. SR 20
    Feats 4 - Flyby Attack, Hover, Multi Attack, Improved Initiative
    Skills - Bluff 2 (+4), Diplomacy 1 (+3), Fly 6 (+6), Knowledge Local 3 (+4), Perception 4 (+4), Spellcraft 4 (+5), Survival 4 (+4)
    8 Bard Levels : Typical Spells are Daze, Ghost Sound, Message, Read Magic. Comprehend Languages, Disguise Self, Sleep. Detect Thoughts, Invisibility, Silence, Tongues. Clairaudience/Clairvoyance, Illusory Scrupt, Scrying.

    Use Alternate Bards as APG - Archivist, Detective and Sandman.

    In Greyhawk, they were guardians of the Suel Empire. And as the Empire fled the Invoked Devastation, they seized some of the portals and fled to the eastern lands. Many Gargoyle clans can be found within the cities and mountains of Duchy of Geoff, Theocracy of the Pale, Sterich, Hold of Stonefist, Duchy of Tehn, Yeomandry.
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