Gargoyles (Peach) [Archive] - Wizards Community

Post/Author/DateTimePost
Reighnhell

03-09-07, 11:42 PM
was cleaning out some file and I ran across my Gargoyles write up (based off the cartoon of the same name). Just wanted to see what needs tweaking before it is usable.

Gargoyles
Gargoyles are nocturnal creatures known for ruthlessly defending their territory against all threats. In recent times, they often adopt a castle, fort or other man-made structure as their home territory. This is usually a mutually beneficial relationship, as Gargoyles turn into stone during the day, leaving them extremely vulnerable. In return for protection during the day, Gargoyles protect the castle during the night. Gargoyles gather in extended family groups called a clan. The Clan is the only thing more important than their territory, and threats to the clan are dealt with brutal finality. Gargoyle’s place such an emphasis on Clan, that they usually do not take names of their own. Any name a Gargoyle is known by is usually given to them a non-gargoyle.
Personality: Gargoyles are clannish and territorial. Once they have given their loyalty, it is almost unbreakable. Insults and injury however, are never forgotten and rarely forgiven.
Physical Description: Appearance wise, Gargoyles are a strange species. To look at a clan, one would think they were a number of related but different species. While they share common species traits, such as wings, tails and claws, and some Gargoyles definitely resemble their biological parents, the exact look of each gargoyle can vary wildly. Skin hues in black, grey, blue, red, green and other shades have been documented. Wings are most commonly large and bat like, but feathered wings and Patagia have been seen as well. Minor features like skin texture, hair, and horns also vary from specimen to specimen. Facial structure’s run the gamut from almost human, to birdlike beaks. Tails range from long and thick to short and narrow with a multitude of variations between. All are Gargoyles, and as a species, they put little value on outward appearance.
Alignment: Gargoyles place a high value on family, duty, honesty, loyalty, and honor, making them largely Lawful and usually Good. While some Gargoyles are decidedly neutral and some are even chaotic, those who drift into evil are considered renegades and shunned by the rest of the clan.
Classes: Gargoyles are warriors, before anything else. The vast majority are Barbarians, Fighters and Rangers, with some adding a few levels of Rogue to supplement their abilities. Gargoyles who dabble in magic usually become wizards, while a few with the Comely trait practice sorcery. Gargoyles are not given to worship, so Clerics, Druids, and Paladins are rare among them.

Gargoyle’s have the following traits
Str+2, Con+2, Wis -2, Cha -2. Your typical Gargoyle is stronger and tougher than a human, but they tend to be emotional and even the friendliest gargoyle can be surly and standoffish.
Medium Monstrous Humanoid
Base Speed - 30ft, Climb -20ft, Glide - 40ft*
Darkvision out to 60ft
Racial Bonus: +2 racial bonus to Hide, Intimidate, Jump and Spot
Racial HD: 3d8 (monstrous humanoid). A Gargoyles Monstrous Humanoid levels give it a Base Attack bonus of +3, + 3 Fortitude save, +1 Reflex save, and +3 Will saves.
Racial Skills: A Gargoyles monstrous humanoid levels give it 6 x (2+Int mod) skill points. Gargoyles have Balance, Climb, Hide, Jump, Listen, Spot, and Survival as class skills.
Racial Feats: A Gargoyles Racial HD gives them 2 bonus feats.
Natural Armor Bonus: +5 Gargoyles have tough, dense hides, and rarely wear manufactured armor.
Natural Weapons: 2 Claws (d6). If using a weapon in your primary hand, you may make a claw attack with your off hand as a secondary attack.

Special Qualities: Hardened Claws, Gargoyle Traits, Gliding, Stone Recovery, Stone Sleep

Hardened Claws (ex): Gargoyle claws are exceptionally hard and sharp, often leaving their mark in materials as strong as stone or iron. Gargoyle claws deal d6 damage. In addition, Gargoyles claw attacks ignore hardness and are treated as being made of adamantine for the purposes of damage reduction.
Gargoyle Traits (ex): Gargoyles are a strange species as each Gargoyle has the same defining racial features (wings, tail, claws, and stone transformation), but a wide array of appearances, defined by a number of different traits. Each Gargoyle has either 2 minor traits or 1 major trait. Once a trait is chosen, it cannot be changed and other traits cannot be added later.
• Bite (minor): You gain a Bite attack (d6 damage). Gargoyles with this trait often have powerful jaws, sharp fangs, or an elongated beak-like mouth. This is a minor trait.
• Climber (minor): You add +10ft to your Climb speed. Gargoyles with this trait have disproportionately long forelimbs.
• Sociable (major): You are charismatic and have a forceful personality; you also have an attractiveness that often transcends racial boundaries.
- +2 Strength, +2 Constitution, +2 Charisma. These adjustments replace the standard ability score adjustments.
- Gain a +2 racial bonus to Bluff, Diplomacy and Sense Motive. This is in addition to preexisting racial skill bonuses.
• Horns (minor): You gain a Gore attack (d6 damage). While many Gargoyles have small horns, Gargoyles with this trait have horns that are well developed enough to be used in combat. This is a minor trait.
• Mighty (Major): You are exceptionally large and strong.
- +4 Strength. These adjustments are in addition to the standard ability score adjustments.
- Powerful Build: You function in many ways as if you were one size category larger. Whenever the you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of his actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change your size category. (This feat does not improve Unarmed Damage or lifting ability).
- Glide 30ft (poor maneuverability, 30ft forward per 5ft descent)
• Power Glide (minor): You add+10 ft to your Glide speed, Increase your maneuverability by one category. Gargoyles with this trait have exceptionally well developed wings.
• Slight (Major): Gargoyles with this trait are small, rarely taller than 4ft, or weighing more than 120lbs.
Gains +4 Dexterity. These adjustments are in addition to the standard ability score adjustments.
-Slight Build Small Size. You function in many ways as if you were one size category smaller. You gain a +1 size bonus to AC and a +2 bonus to Hide, but suffer a -2 penalty to grapple checks. You are also considered to be one size smaller when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. Your space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change your size category. (This ability does not affect Unarmed Damage or lifting ability).
- Base Speed 20ft. Climb 30ft, Glide 40ft (average maneuverability, 40ft forward per 5ft descent).
• Scales (minor): You gain damage reduction 1/adamantine. Gargoyles with this trait exhibit scales, much like a reptile. This is a minor trait.
• Stout (major): Gargoyles with this trait are stocky and thick of body.
- Gains +4 Constitution. These adjustments are in addition to the standard ability score adjustments.
- You gain an additional +1 their Natural Armor bonus to your AC.
- Stability. +4 bonus on ability checks to avoid being bull rushed or tripped while standing on stable ground.
- Glide 30ft (poor maneuverability, 30ft forward per 5ft descent)
• Tail Slap (minor): Gains a Tail Slap attack (d6 damage). All gargoyles have tails. Ones with this trait have tails long and strong enough to be used as a weapon. This is a minor trait.

Gliding (ex) - A Gargoyle can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Gargoyles glide at a speed of 40 feet (poor maneuverability). Even if a Gargoyle’s maneuverability improves, she can't hover while gliding. A Gargoyle can't glide while carrying a medium or heavy load. If a Gargoyle becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Gargoyle descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
As a free action, a Gargoyle may make a DC 15 Dexterity check to navigage thermal updrafts and air currents. If successful,until the end of the turn the Gargoyle gains 5ft of elevation for every 20ft of forward travel. The DC of the Dexterity check may be modified by prevailing wind conditions ( -5 on a windy day, +5 in calm air).
A Gargoyles wings also grant an additional +4 bonus to Jump checks.
Stone Recovery (ex) - Whenever a Gargoyle awakens from Stone Sleep (or any other Petrification effect), they are always restored to full HP and any ability damage they have suffered is recovered at twice the normal rate.
Stone Sleep (su): From the first light of morning to the last light of evening, a Gargoyle turns to stone, as if affected by a Flesh to Stone Spell. This effect is automatic and allows no saving throw. This effect happens even if the Gargoyle is not exposed to sunlight at the time (such as being indoors or underground). Sunlight generated by spells (such as daylight) does not trigger Stone Sleep. Spells that render a subject immune to petrification also prevent Stone Sleep. When the sun sets, the Gargoyles returns to life (as if affected by a Stone to Flesh spell).If the Gargoyle was Petrified by a spell or ability (such as Flesh to Stone or a Medusa's Gaze), then that Petrification is also reversed when next the sun sets.
If a Gargoyle in Stone Sleep is subjected to a spell or effect that reverses petrification ( such as Stone to Flesh), the Gargoyle awakens prematurely. The Gargoyle recovers no hit points when awakened this way but can remain active for (3+ Con mod) rounds before returning to Stone Sleep.
A Gargoyle has an uncanny sense of time and can always tell when the sun is going to rise.

Alignment: Usually Lawful
Favored Class: Fighter
LA: +2

Racial Feats

Carry Aloft [Gargoyle]
You can glide while under greater encumbrance.
Prerequisite: Gargoyle, Str 16+
Benefit: You may use your Glide ability while carrying a medium load.
Normal: You may only use your glide ability while carry a light load or less.

Extra Trait [Gargoyle]
You demonstrate an additional Gargoyle trait.
Prerequisite: Gargoyle; can only be selected with the feat gained from your first HD.
Benefit: You gain an extra minor Gargoyle trait.

Great Rend [Gargoyle]
You know how to hit where it hurts with your claws.
Prerequisites: Gargoyle, Base Attack +3
Benefit: If you hit with both of your claw attacks in a round, you deal extra damage equal to d4 + ½ your Strength modifier, +1 for every four character levels you have.

Pounce [Gargoyle]
You can make full use of your claws after a charge or dive.
Prerequisites: Gargoyle, Base Attack +6
Benefit: When you make a charge or dive attack, you can make two claw attacks at the end of the charge (dive). Both attacks are at your highest attack bonus, and both receive the +2 bonus for charging (diving).
Normal: Without this feat, a character can only make a single attack as part of a charge (dive).

Preternatural Strength [Gargoyle]
You posses uncanny physical might.
Prerequisite: Str 18+, Mighty Trait
Benefit: You calculate weight and encumbrance limits as if you were one size category larger.

Roar [Gargoyle]
You can unleash a dreadful, bone-chilling roar.
Prerequisites: Gargoyle, Cha 13+ , Intimidate 9+
Benefit: When the character uses this feat, all opponents within 40ft who have fewer levels than the character must make a Will save (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken for (d6+Charisma modifier) rounds. taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. This feat may be used 1/day, +1 for every 3 character levels.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours.

Stone Resilience [Gargoyle]
Your flesh retains the durability of stone.
Prerequisites: Gargoyle, Con 16+
Benefit: You gain DR 2/adamantine

Wing Shield [Gargoyle]
You can use your wings to deflect blows.
Prerequisites: Gargoyle, Dex 13+, Stone Resilience
Benefit: You gain a +2 Shield bonus to your AC.
JarionSilverblades

03-09-07, 11:50 PM
I use to watch the Cartoon all the time, it was very un-Disney, and I don't recall any Gargoyle ever using their horns for any kind of attack, I do remember them using their tails to trip opponents. I could see them having a trip attack with their tail.
RoCkEtInToXiCaTe

03-09-07, 11:53 PM
This race is so cool. I think I may have a use for it in my campaign. I might even create a party of gargoyles all with various major and minor traits, for a special elite NPC task force that can hinder or help the PC's depending on how the diplomacy goes.
enygmatic_me

03-10-07, 12:06 AM
You done an excellent job, in my opinion, at capturing the feel of the cartoon here. I really have nothing to add outside of that.
JarionSilverblades

03-10-07, 10:15 AM
was cleaning out some file and I ran across my Gargoyles write up (based off the cartoon of the same name). Just wanted to see what needs tweaking before it is usable.

Gargoyles
Stone Sleep (su): From the first light of morning to the last light of evening, a Gargoyle turns to stone, as if affected by a Flesh to Stone Spell. This effect is automatic and allows no saving throw. This effect happens even if the Gargoyle is not exposed to sunlight at the time (such as being indoors or underground). Sunlight generated by spells (such as daylight) does not trigger Stone Sleep. Spells that render a subject immune to petrification also prevent Stone Sleep. When the sun sets, the Gargoyles returns to life (as if affected by a Stone to Flesh spell).If the Gargoyle was Petrified by a spell or ability (such as Flesh to Stone or a Medusa's Gaze), then that Petrification is also reversed when next the sun sets. A Gargoyle has an uncanny sense of time and can always tell when the sun is going to rise.

What happeneds if the Gargoyle is hit by a Stone to Flesh spell during the day time?
enygmatic_me

03-10-07, 06:16 PM
What happeneds if the Gargoyle is hit by a Stone to Flesh spell during the day time?

That is a head scratcher of a great question. Fort Save or Die? If Fort Save is successful spell has no affect? A bit harsh, I know, but if they are healing during this time the shock to their system of suddenly being brought out of their stoney state into the light of day would have to be pretty traumatic. At least Fort save, failure means they are considered fatigued until dawn the following day.
Reighnhell

03-10-07, 06:35 PM
ooooohh..good question.

3 options.

a) Nothing. Stone to Flesh (or similar spells and effects) automatically fail when the target is a Gargoyle in Stone Sleep.

b) Temporary Flesh. The Gargoyle awakens from Stone Sleep prematurely. The Gargoyle recovers no hit points when awakened this way but can remain active for (3+ Con mod) rounds before returning to Stone Sleep.

c) Something Bad. I don't know what yet, but something bad.

I might also have to add in a "what happens if the Gargoyle gains immunity to petrification" line.

Considering that the two characters that went significant time without stone sleep (Demona and Coldstone) weren't exactly pictures of mental health, I would go with...

If a Gargoyle gains Immunity to Petrification (through spells, items, class abilities, or templates), That Gargoyle also loses the Stone Sleep trait for as long as they retain immunity to petrification. While the Gargoyle no longer has to worry about their vulnerability during the day,they also heal at a regular rate (Con Modifier+level per night) rather than the full recovery granted by Stone Sleep.
Stone Sleep is vital to a Gargoyles emotional health, and those who lose the ability become increasingly unstable. Gargoyles that cannot enter stone sleep suffer a -2 penalty to Wisdom that remains until they regain the ability to Stone Sleep. The penalty is removed the next time they awaken from Stone Sleep.
Lady_Dragon

03-10-07, 06:40 PM
Gliding (ex) - A Gargoyle can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.

What, they can only glide? Harsh. I know flight is a powerful ability that usually merits a LA, but why wouldn't they ever get the flight ability?
Reighnhell

03-10-07, 07:05 PM
Re: No Flight?

From much of my digging ( there are quite a few fansites) and from what I recall from the show, some of the comics, and even the video game (Sega Genesis), the Gargoyles weren't true flyers, but were talented gliders capable of navigating air currents and thermal updrafts with great skill ( the characters often had to climb up something and then launch themselves to get airborne).
Flavor-wise, I like it because it seperates them from many of the other winged races and keeps the LA affordable. But game mechanics-wise, you raise a good point. Perhaps a feat that grants True Flight?
RoCkEtInToXiCaTe

03-10-07, 09:05 PM
I am seriously loving the way you are handling this race. This is seriously the most awesome thing ever. I can't wait to get started making an elite force of adventurer NPC's with this race.
Courrain

03-11-07, 12:09 AM
Just out of curiosity, Reighnhell, have you tried designing the characters from the Gargoyle series yet? I would love to see your versions of the Manhattan Clan. :embarrass I would love to see Brooklyn's stats. He's my favorite character. ;)
Prak, the Mad

03-11-07, 04:34 PM
Re: No Flight?

From much of my digging ( there are quite a few fansites) and from what I recall from the show, some of the comics, and even the video game (Sega Genesis), the Gargoyles weren't true flyers, but were talented gliders capable of navigating air currents and thermal updrafts with great skill ( the characters often had to climb up something and then launch themselves to get airborne).
Flavor-wise, I like it because it seperates them from many of the other winged races and keeps the LA affordable. But game mechanics-wise, you raise a good point. Perhaps a feat that grants True Flight?

I think that'd be good, maybe make it so they still have to take a move action to take flight(ie, they need a runway of sorts, possibly long enough for them to move their speed, or maybe require a charge action, though there's no penalty if the run-way ends prematurely because of a cliff or other drop off)
Dastari

03-11-07, 05:54 PM
was cleaning out some file and I ran across my Gargoyles write up (based off the cartoon of the same name). Just wanted to see what needs tweaking before it is usable.


Its funny that you're posting this right now. I'm currently working on creating a race based off the Easter Island aliens from Gargoyles.

I do someday have half a mind to run a D20 modern campaign in the Gargoyles universe so I'll definitely co-op at least some of what you've created here.

Great work!
AMGriffin

03-12-07, 12:09 PM
I'd remove the wisdom and charisma penalties. From what I remember watching the cartoon (I was about 9 or 10 the last time I saw it) the gargoyles weren't really deserving of a wisdom or charisma penalty.