Lost and Found please... Gargoyles [Archive] - Wizards Community

Post/Author/DateTimePost
Valas_Claddana

12-06-07, 05:34 PM
Ok, here i am back onto the forums. i haven't been posting in almost 2 years.
And now i find myself in a problem. i had requested help on a race of Gargoyles different from the MM, and more geared toward Disney's Gargoyles from the cartoon. someone did a great job and i had copied thier version, or at least i thought i did. i have only part of it and the game i am running has come to a perfect place to fit it in my campaign.
this is what i have, if anyone is still here who remembers or could help me with what i have i would be gratly appreciated.

Gargoyle

Str+2, Dex +2, Con+4, Int -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:60ft

Racial Bonus: +2 racial bonus to Hide and Intimidate. And an additional +4 bonus on Hide checks when it is concealed against a background of stone

Racial HD: 2d8 (monstrous humanoid). a Gargoyles Monstrous Humanoid levels give it a Base Attack bonus of +2, + 3 Fortitude save, +0 Reflex save, and +0 Will saves.

Racial Skills: A Gargoyles monstrous humanoid levels give it 5 x (2+Int mod) skill points. Gargoyles have Balance, Climb, Hide, Jump, Listen, Spot, and Survival as class skills.

+2 Natural Armor Bonus: Gargolyes have tough, dense hides, and rarely wear manufactured armor.

Natural Weapons: Claws (1d4) Can make two claw attacks during a full attack.

Special Qualities: Hardened Claws, 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. Gargoyles claw attacks ignore hardness and are treated as being made of adamantine for the purposes of damage reduction.

*Gliding (ex): A Gargoyle can use his wings to glide, negating damage from a fall of any height and allowing 40 feet of forward travel for every 5 feet of descent. Gargolyes glide at a speed of 40 feet (poor maneuverability). Even if a Gargoyles's maneuverability improves, she can't hover while gliding. A Gargoyle can't glide while carrying a medium or heavy load.A Gargoyles wings also grant an additional +4 bonus to Jump checks.

Stone Recovery (ex): Whenever a Gargoyle awakens from Stone Sleep ( or anyother 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 effected 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) do 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 effected 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.

Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran
Favored Class: Fighter
Level adjustment +1
Cyruscore

12-06-07, 09:24 PM
Sounds pretty good to me. What else is there to figure out?

The LA (essentially +3) sounds perfect for the build. All of the abilities make sense. I assume that the stone sleep would use the same rules as stone to flesh for if the creature is broken while in stone form (major concern for creature that are stone every day). I think you have a pretty good class.
1 ton ghost

12-07-07, 11:50 AM
firstly, welcome back
i really like the idea, though i tend to be conservative, reactionary really, when it comes to new races and the like. that is to say, they need extreme scrutiny as once they're in play, it can effect a million variables rather than just introducing a new spell or feat.
that said, i'll lay it out for you here and try and remember it was based on Disney's version, not the purist D&D version, i did dig Goliath and Damona btw.
plz bear in mind these are OPINIONS and not meant to sully your vision at all.

-3 movement types? dangerously open-ended. maybe just flight
-like the skill buffs. notice you got rid of Freeze (Ex).
-skills were spot on; perhaps add Intimidate as you gave them a bonus anyway
-Nat. Armor was good, no DR i noticed. probably a safe bet
-attacks look sound, no Gore, eh? not sure about the adamantite strike as pretty much all of them would lean towards Sunder. maybe enough to ignore stone and iron, but 20 hardness? not too sure there.
Stone Recovery-i'd just limit it to natural healing in this state. full HP after 1 night's (day's) rest is a little much perhaps.
Stone Sleep-that is a major counter to all the other goodies. kinda' limiting in the party sense unless Underdark campaign and the like. but, it is true to your vision, so i'm conflicted. helps offset the other bonuses

i'd reconsider LA, but for the most part, seems accurate. nj
HernetheHunter

12-07-07, 12:50 PM
Seems pretty accurate to the cartoon, which I enjoyed immensely.

Str+2, Dex +2, Con+4, Int -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.

I would increase the Str bonus +2 and the Cha Penalty -2.

Medium Monstrous Humanoid

Fine if not magical beast territory.

Base Speed - 30ft, Climb -20ft, Glide - 40ft*

Fine

Darkvision:60ft

If it wasn't a Monstrous Humanoid trait I would say Superior Low-light vision.

Racial Bonus: +2 racial bonus to Hide and Intimidate. And an additional +4 bonus on Hide checks when it is concealed against a background of stone

Racial HD: 2d8 (monstrous humanoid). a Gargoyles Monstrous Humanoid levels give it a Base Attack bonus of +2, + 3 Fortitude save, +0 Reflex save, and +0 Will saves.

Racial Skills: A Gargoyles monstrous humanoid levels give it 5 x (2+Int mod) skill points. Gargoyles have Balance, Climb, Hide, Jump, Listen, Spot, and Survival as class skills.

Add Intimidate as a Class skill.

+2 Natural Armor Bonus: Gargolyes have tough, dense hides, and rarely wear manufactured armor.

Natural Weapons: Claws (1d4) Can make two claw attacks during a full attack.
Special Qualities: Hardened Claws, 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. Gargoyles claw attacks ignore hardness and are treated as being made of adamantine for the purposes of damage reduction.

*Gliding (ex): A Gargoyle can use his wings to glide, negating damage from a fall of any height and allowing 40 feet of forward travel for every 5 feet of descent. Gargolyes glide at a speed of 40 feet (poor maneuverability). Even if a Gargoyles's maneuverability improves, she can't hover while gliding. A Gargoyle can't glide while carrying a medium or heavy load.A Gargoyles wings also grant an additional +4 bonus to Jump checks.

Stone Recovery (ex): Whenever a Gargoyle awakens from Stone Sleep ( or anyother 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 effected 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) do 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 effected 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.

Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran
Favored Class: Fighter
Level adjustment +1

Over all not bad. I would increase the LA to +2 though.