Gargoyles
Gargoyles on Karion are different from gargoyles on other worlds, but they look similar. They still have horns, though the Karion gargoyle's are too small to be used in combat. Though some have red, black, or brown hair, the majority are hairless. The skin of a gargoyle is the color and texture of stone. They stand about 5-6 feet tall (60 + 2D6 inches for males, 55 + 2D6 inches for females) and weigh a great deal due to their powerful muscles (200 +2D100 lbs. for males, 150 +2D100 for females). They have a pair of large bat-like wings and a 2D4' long tail. All gargoyles have red eyes.
PERSONALITY:
Gargoyles adhere to a strict code of honor. They must never attack an unprepared foe; they must not steal; they must not lie; they may never strike a holy man in a place of worship. They take this code of honor very seriously and will always try to uphold it.
Gargoyles were created to be the defenders of temples and shrines. They have a natural urge to protect others, even if this protection is not necessary. This protective urge is difficult to overcome. They tend to be cautious around other beings, but they will readily accept friendship. Gargoyles are persecuted by other humanoid races and will avoid them whenever possible.
LIFESTYLE:
Gargoyles were created to be the defenders of places of worship. Butarsis modeled them after the noble daqueen, but he soon found that this was a mistake. Their demonic shape, coupled with their nocturnal nature and the fact that they can be rendered helpless by sunlight, led people to believe they were monsters. They are hunted wherever they go, and have become nomads that wander from town to town. Many priests are aware of their true nature, and will lend them aid, but the average person cannot understand. Gargoyles have a hard existence in this world.
TOOLS & TECHNOLOGY:
Because they do not build permanent settlements of their own, gargoyles do not have any weapons or devices which are unique to their race. Their preferences vary with their location; in elven lands, they use longswords, while in dwarven cities they prefer the battle axe or warhammer.
A gargoyle's thick skin gives it a base AC of 5. They are unable to fly while wearing armor heavier than studded leather. A gargoyle PC may not purchase any armor, with the exception of a shield.
GAMING NOTES:
Attribute Adjustments: +1 Str and Con, -2 Cha.
Min/Max |
|||
Strength |
19 |
Intelligence |
18 |
Dexterity |
18 |
Wisdom |
18 |
Constitution |
19 |
Charisma |
16 |
Special Abilities: Claws inflict 1D3 damage, 90' infravision, can fly at a speed of 32 (maneuverability class C).
Special Disadvantages: Must be lawful, when encountering someone for the first time they are considered to have a charisma of 3, light coma (see below).
Light Coma: When the sun rises, a gargoyle goes into a coma-like state. In this state their muscles tense up, giving them an AC of 0. Also, while in this coma they regenerate 1D4 HP per hour. Charm- or Sleep-based spells cast on them automatically frizzle once the gargoyle enters this state. Poisons and non-magical diseases that have not yet taken effect (or their effect is temporary, like paralyzation) and have a savings throw can be negated if a second savings throw is made. Finally, spells such as Light or Continual Light cast directly on the eyes will cause the gargoyle to enter this coma state prematurely if a save vs. magic is failed. This artificial coma lasts for 1D4 rounds.
Proficiencies: Animal Handling, Animal Lore, Animal Training, Artistic Ability, Fishing, Hunting, Jumping, Leatherworking, Rope Use, Set Snares, Spellcraft, Survival (City or Forest), Tracking, Tumbling.
Class Options: Fighter (No limit), Ranger (Limit 12), Mage (Limit 12).