Disney's Gargoyles


Homebrew and House Rules

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After being inspired by another threat talking about the Gargoyles (Admittedly my favorite cartoon now and then) I decided to bring them into my Sky Realms home campaign. Although I didn't opt for the Living Construct approach as discussed on the other thread I would be interested in getting feedback.

This is a draft, without all the fluff.

The Gargoyle
Medium Size: +2 STR or +2 WIS, -4 CHA
Small Size: +2 DEX or +2 INT, -4 CHA
Natural Attack: Gargoyles have claws doing 1d4 for small, 1d6 for medium
Stone Sleep: When Gargoyles sleep, they change from flesh and blood into Stone. This state lasts for 4 hours, and the Gargoyle is helpless and unresponsive the entire time. If attacked, the stone Gargoyle can be shattered, instantly killing the sleeping Gargoyle. However, while in Stone Sleep, Gargoyles gain Fast Healing 1, allowing them to recover from nearly any wound after the 4 hours resting as a statue.
Wings:Gargoyles have wings which allow Flight (Clumsy). The exact appearance of the wings is up to the player.

Thoughts/Comments?

Scarab Sages

Legora wrote:
Thoughts/Comments?

Not bad. I'd add some lingo that poisons and diseases are cured by stone sleep as well (but not curses!).

If you were to insert these gargoyles into a setting like New York (as they are in the cartoon) I'd give them a bonus to Intimidate and make Stone Sleep last from sunset to sunrise.


I was hesitant to create these gargoyles with the Stone Sleep lasting as soon as the sun rose. Instead, I opted to give them the choice as to when they sleep. Not quite the same as the cartoon, but better for playability I think


Tom Baumbach wrote:
Legora wrote:
Thoughts/Comments?

Not bad. I'd add some lingo that poisons and diseases are cured by stone sleep as well (but not curses!).

If you were to insert these gargoyles into a setting like New York (as they are in the cartoon) I'd give them a bonus to Intimidate and make Stone Sleep last from sunset to sunrise.

Vice versa, actually, since the Gargoyles were nocturnal.


If you wanted to reinforce the nocturnal aspect without limiting characters to only operating at night, you could give them light sensitivity, a -2 penalty versus saves against effects that petrify, hold, or paralyze opponents while their light sensitivity is in effect, and only allow the Stone Sleep ability to work during the day, with it only working like "normal rest" if used at night.


Knight's got a good point.

I'd very much love for this race to be completed.


A few other points.

From a balance perspective, you actually don't have to worry about these guys flying, as they didn't fly, they glided.

I'd rule that they can move their movement rate in a straight line or down, and they have the effect of a Feather Fall on themselves so long as they have their wings unimpeded.

You might also want them to gain some kind of bonus when they are sworn to protect something, which they cannot switch out until they gain a level, to represent them being "bonded" to guarding something.

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KnightErrantJR wrote:
I'd rule that they can move their movement rate in a straight line or down, and they have the effect of a Feather Fall on themselves so long as they have their wings unimpeded.

I never saw the cartoon. How do they get back up again?

KnightErrantJR wrote:
You might also want them to gain some kind of bonus when they are sworn to protect something, which they cannot switch out until they gain a level, to represent them being "bonded" to guarding something.

Is this the in-world explanation for why they sit on buildings, to protect them (or what's inside? Excellent!


Mosaic wrote:
KnightErrantJR wrote:
I'd rule that they can move their movement rate in a straight line or down, and they have the effect of a Feather Fall on themselves so long as they have their wings unimpeded.
I never saw the cartoon. How do they get back up again?

They climbed mostly. A racial bonus to Climb checks would be appropriate.

The Exchange

Dessic wrote:
Mosaic wrote:
KnightErrantJR wrote:
I'd rule that they can move their movement rate in a straight line or down, and they have the effect of a Feather Fall on themselves so long as they have their wings unimpeded.
I never saw the cartoon. How do they get back up again?

They climbed mostly. A racial bonus to Climb checks would be appropriate.

No kidding, you get to watch them dig their claws into the concrete sides of building as they climbed up. Though, -4 cha and only a +2 for str or wis for the medium sized one?

It goes without saying, low-light vision? Plus, what I can remember of the tv show, they got all glowy eyed when in battle or something. They all seemed to at times go berserky when really enraged.

Scarab Sages

Dessic wrote:
Vice versa, actually, since the Gargoyles were nocturnal.

Right. What did I say? (joke!)

KnightErrantJR wrote:
good stuff about gargoyles

Good stuff KnightErrantJR, all your suggestions are great (especially the guarding one).

Whited Sepulcher wrote:
It goes without saying, low-light vision? Plus, what I can remember of the tv show, they got all glowy eyed when in battle or something. They all seemed to at times go berserky when really enraged.

I never saw it as berserking so much as just knowing how to use their physiology to Intimidate well.

Low-light vision: I totally agree, how'd I miss that! Maybe even darkvision.

Flying: A bad climb speed is not completely out of place; the show occasionally depicted them as able to gain flight from the ground by soaring on upwawrd air currents. But in general I agree that a bonus to Climb (or a natural climb speed) coupled with a "gliding" ability is more appropriate than a fly speed.

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You might want to look at the Raptoran rules for flying in Races of the Wild. Basically, they could glide at 1st level (dropping 1 foot for every 10 feet forward), fly for 1 round per Str or Con bonus at 5th level (with gliding allowed in between rounds of flying), and just regular ass flying at 10th level. They got a +2 bonus to Climb and Spot (probably change to Perception), and +10 to Jump (wing assisted, probably change to +10 to Acrobatics checks to Jump).

I like the idea of Fast Healing and Fast Ability Damage and Drain recovery while in Stone Sleep--especially the part of it only working that way during the day. Might want to give them a natural armor bonus and/or hardness quality when in Stone Sleep.

Definitely give them Low-light vision (they can always drop a couple levels in barbarian to get darkvision while raging!).

Guardian Bond is a great idea. How about....

Guardian Bond (Ex). Once per level, the gargoyle chooses a single individual, group, or organization to bond with. The gargoyle gains a +2 morale bonus to attack and damage against any opponent that has attacked the subject of the their Guardian Bond. If subject of the Guardian Bond is adjacent to the gargoyle, the subject receives a +2 circumstance bonus to AC and Saving Throws if the gargoyle is not flat-footed, helpless, or unconscious. As an immediate action, the gargoyle can take the hit of an adjacent subject; they are not allowed to make any kind of saving throw against this attack.

Um....maybe this should be staggered a bit too...maybe +1, plus +1 per 5 levels of the gargoyle, for both the attack and damage thing and the AC and Saving Throws thing? Maybe make the immediate action thing work at 5th level. Maybe grant the subject Evasion at 10th, Mettle at 15th, Improved Evasion at 20th?


While in Stone Sleep a Gargoyle IS a stone statue. I would expect the DM to assign a hardness/hp, but it should be quite low so even a commoner with a hammer could kill a Gargoyle in stone sleep.

I like the Raptoran Gliding/Flight rules, I might copy those into the description.

To emulate the ability of a gargoyles claws to penetrate DR/Hardness I suppose they could be set to emulate Adamantine? Something that basically ignores the first 10 DR/Hardness allowing them to cut through almost anything.

I really like the Guardian Bond idea, when I formally write up the race I'll use that!

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Legora wrote:

While in Stone Sleep a Gargoyle IS a stone statue. I would expect the DM to assign a hardness/hp, but it should be quite low so even a commoner with a hammer could kill a Gargoyle in stone sleep.

I like the Raptoran Gliding/Flight rules, I might copy those into the description.

To emulate the ability of a gargoyles claws to penetrate DR/Hardness I suppose they could be set to emulate Adamantine? Something that basically ignores the first 10 DR/Hardness allowing them to cut through almost anything.

I really like the Guardian Bond idea, when I formally write up the race I'll use that!

You might want to give them DR X/adamantine as a racial ability. It goes hand in hand with having natural attacks overcome a certain type of DR or Hardness, right?

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Whited Sepulcher wrote:

No kidding, you get to watch them dig their claws into the concrete sides of building as they climbed up. Though, -4 cha and only a +2 for str or wis for the medium sized one?

It goes without saying, low-light vision? Plus, what I can remember of the tv show, they got all glowy eyed when in battle or something. They all seemed to at times go berserky when really enraged.

Yeah that was one of the awesome bit in the opening credits. *thoom! thoom! thoom!* as Golaith is climbing.

Might I suggest that you make a lot of the Gargoyle abilities as feats? It would encourage fighter (Golaith, Bronx, Hudson) and rogue (Lexington Brooklyn) types, (Demona would be an expert, using the ritual rules from UA)


I wouldn't give them DR reduction or DR Pentration.


why -4 Cha?

Also i would make the flight ability gliding instead. It's been stated in the show that they can't actually fly, they're just gliding. Might help balancing the whole thing. (full fledged flight abilities are always a pain to balance for a player race)


-4 CHA was to emulate the general reactions from others. While CHA is supposed to be your "Force of Personality", I think it can also be used to show how people react to you. Gargoyles simply don't get good reactions from anyone. Even amongst themselves there's a lot of "I'm in charge you do what I say".

What about this for the claws:

Penetrating Claws: Gargoyles have natural claws doing 1d4 for small, 1d6 for large size gargoyles. However, because of the mystical nature of the gargoyles, their claws ignore the first 10 points of hardness/dr unless that DR/Hardness comes from magic as well.


I'm not saying that it should play into this one way or another, but I'd definitely have to say that Goliath had a high Charisma.

Of course, you could always simulate the intimidating appearance by giving them a -2 on Diplomacy checks and a +2 on intimidate checks.


Even with the -4 CHA, you can still have some characters with a high CHA score. I think we'd all agree that both Goliath and Thailog were the exceptions to the Gargoyles charisma issue.

Demona might have been a bit of a talker, but the "Now you Die" attitude would definitely be a minus to CHA.


Legora wrote:

-4 CHA was to emulate the general reactions from others. While CHA is supposed to be your "Force of Personality", I think it can also be used to show how people react to you. Gargoyles simply don't get good reactions from anyone. Even amongst themselves there's a lot of "I'm in charge you do what I say".

No offense, but that is a bad rational for a -4 to CHA. The reason I say that is that a person's stats are not based on a bad reaction by others. A great example of that is Drow, Drow get massively negative reactions wherever they go on the surface, but they don't get penalized in CHA because of it. If you look at the races that get CHA penalties, you'll notice that all of them have built in issues with interactions with others (savagery, hair-trigger fight or flight responses, etc). Another problem with basing CHA penalties off of the reactions of others is that in any given game world that dynamic might change. For example, if Gargoyle's are the allies of Elves, Elves would not have a negative reaction to them.

Off hand, I'd say the following stats would make more sense :

Medium
+2 STR
+2 CON
-2 WIS

Gargoyle's are strong and physically powerful, but tend to be naive and easily fooled (something that happened routinely, especially to the younger ones).

Small
+2 CON
+2 INT
-2 WIS

Smaller gargoyle's tended more toward's intelligence (Lexington for example), but still have issues with wisdom.
The above keeps it to the overall +2 for Paizo, but doesn't penalize them for other species reactions.


I hadn't considered a - to WIS due to Hudson mostly. Seemed he was the wise old man of the series and a - to WIS didn't seem to fit. However, when viewed as the naive and trusting aspect of a gargoyle, that does fit the idea.

What I didn't want though, was to bar some gargoyles from entering classes like the druid or cleric. As well, I was trying to emulate just how varied the Gargoyles can be.

What about this?

Medium: +2 Con, and ONE of either +2 STR or +2 WIS, Choose one other stat for a -2 Adjustment.

Small: +2 Con, and ONE of either +2 DEX or +2 INT, Choose one other stat for a -2 Adjustment.

This way, Gargoyles are all quite hearty, but they are as varied as their looks.


Yup i also think a charisma penalty doesn't and shouldn't represent other peoples reaction, especially since some creatures aren't intelligent enough to have the prejudice to react negatively, animals for example would trust/mistrust a gargoyle no more or less than a human.

The attitude of another creature toward you is represented in the check DCs for diplomacy and other skills.


What's their racial type? Monstrous Humanoid?


http://www.youtube.com/watch?v=IgdeFPBW7kI

Just to add: I think Gargoyles was the best cartoon Disney ever made. The youtube vid is just for inspiration;) The song seems almost written with the show in mind.


Legora wrote:

I hadn't considered a - to WIS due to Hudson mostly. Seemed he was the wise old man of the series and a - to WIS didn't seem to fit. However, when viewed as the naive and trusting aspect of a gargoyle, that does fit the idea.

What I didn't want though, was to bar some gargoyles from entering classes like the druid or cleric. As well, I was trying to emulate just how varied the Gargoyles can be.

What about this?

Medium: +2 Con, and ONE of either +2 STR or +2 WIS, Choose one other stat for a -2 Adjustment.

Small: +2 Con, and ONE of either +2 DEX or +2 INT, Choose one other stat for a -2 Adjustment.

This way, Gargoyles are all quite hearty, but they are as varied as their looks.

Well, Hudson was the old man of the group. Remember, the system already gives you boosts to wisdom when you age, at the same time it takes away from str and con (and Hudson was neither the strongest nor the fittest, just the wisest).

Frankly, I just don't like the idea of 'Pick this or this, then pick one other thing' for stats. The problem with it is you can then play any class with that race because there is no detriment, which is something that only humans and half humans have by default.

It can be fun to play a druid or cleric even when your race has a minus to the stat. Granted, you have to put more into that stat to bring it up, but over time you can have a stat just as high as anyone else in that class.

Scarab Sages

Legora wrote:

Medium: +2 Con, and ONE of either +2 STR or +2 WIS, Choose one other stat for a -2 Adjustment.

Small: +2 Con, and ONE of either +2 DEX or +2 INT, Choose one other stat for a -2 Adjustment.

This way, Gargoyles are all quite hearty, but they are as varied as their looks.

Really the setting (for me) would determine how you represent gargoyles through their ability scores. If humans are the only other race (which I gather for you they're not), then +STR and +CON is appropriate. If they're time transplants, then -INT and possibly -CHA is appropriate. If you're porting the gargoyle concept into a more-or-less standard D&D (or Pathfinder) game, well then +CON for both kinds with +DEX or +STR depending on size works just fine. But in general I agree, a -WIZ is appropriate in all cases.

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I would think +2 Str, +2 Con, -2 Dex for Medium and +2 Dex, +2 Con, -2 Str for small would work. They're big bulky rock folk, so it makes sense for them to be less graceful. They traditionally don't use ranged weapons, either. You can balance the penalty to Dex with a bonus of +1 to natural armor, which also seems to fit a rocky race.


Thinking about it, I wonder, are there even small size gargoyles, the only ones I can think of are Lexington and the dog-like one, that was either Bronx or Brooklyn. And Lexington I always understood to be a child rather than a fully grown gargoyle of considerably less size.


Agreed, I don't think any of the Gargoyles would be considered Small as far as the Pathfinder rules go. Goliath, Hudson, and Broadway were on the large end of the Medium size category, and Lexington and Bronx were on the small end.


Threeshades wrote:
Thinking about it, I wonder, are there even small size gargoyles, the only ones I can think of are Lexington and the dog-like one, that was either Bronx or Brooklyn. And Lexington I always understood to be a child rather than a fully grown gargoyle of considerably less size.

No,

They showed a 'future' version of the gargoyle's once, and Lexington never got any larger. He did get evil, but not larger. Considering he was the size of a human child, I'd say he was on the larger end of Small (Kind of a Small creature with Powerful Build so he could use Medium items, but still small, he was the one that routinely crawled through ventilation systems).

Bronx (the dog-goyle) was medium.


The Gargoyles (Second Draft)
One thousand years ago, superstition and the sword ruled.
It was a time of darkness. It was a world of fear.
It was the age of gargoyles.
An ancient race even predating the Elves, Gargoyles have stood watch over natural formations, Fonts of Power and even the youngling races constructed forts and homes. When asked why they guard the places they choose, a Gargoyle simply replies “It’s what we do”. Recently however, many of the Gargoyles have taken an interest in guarding adventurers, which means of course, they must go adventuring as well.
Gargoyle appearance is quite varied. Basically humanoid, gargoyles usually have large, flexible wings on their backs, which allow them to glide but can be folded over their shoulders like a cape. Some gargoyles don’t have wings, but a membrane connecting their arms and legs. Their faces usually reflect local supernatural beasts. Some have horns, others have beaks and some have small snouts. Their skin appears to be leathery and shaded the colors of rocks and dirt. Large and powerful claws tip both their hands and their feet. Gargoyle legs are digigrade, allowing them to run on all fours when needed. Gargoyles seem to range in size from Halfling up to near ogre size.
The most unique feature of a Gargoyle is the fact that they don’t sleep, they hibernate by turning to stone. In this form, they absorb sunlight and positive energy from their surroundings, allowing the gargoyle to heal at a much faster rate than normal. However, they are completely unaware in this state, and very vulnerable, as they are nothing more than stone statues until the hibernation is complete.

Game Statistics
Medium: +2 STR, +2 CON, -2 WIS Medium size gargoyles are strong and healthy, but are still naïve as to the ways of the outside world.
Small: +2 DEX, +2 CON, -2 WIS. Small size gargoyles lack the same imposing strength of their larger brethren, but are just as hearty. They also share the racial naïve outlook.
Monstrous Humanoid Gargoyles count as Monstrous Humanoids.
Penetrating Claws Gargoyles have large clawed hands that can cut through most material. Their claws have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring
hardness less than 20. Damage for Medium Size gargoyles is 1d6, damage for small size gargoyles is 1d4. These claws allow for a +5 circumstance bonus to climb as gargoyles can literally make their own handholds in whatever they are climbing.
Stone Hibernation Gargoyles never sleep. Instead, they enter a state of hibernation which transforms them into inanimate statues. In this form, they absorb light and energy from their surroundings to speed their healing. When a Gargoyle hibernates they mentally set a condition which will end their hibernation, usually “When Fully Healed”. Gargoyles can stay in hibernation indefinitely, as they do not age in stone form. A Gargoyle is completely helpless and unaware while in hibernation, so they often hibernate in hard to reach places, trying to blend in with carved gargoyles on rooftops.
Use the following as guidelines for healing while hibernating.
Condition Healing Per HD* Benefits
Direct Sunlight 1d8 per hour Make Saving throws every hour to overcome poison, level drain, stat drain, etc
Indirect Sunlight 1d6 Per Hour Make Saving Throws every 2 hours to overcome poison, level drain, stat drain, etc.
Torch or Light Spell 1d2 per Hour Make Saving Throws every 4 hours to overcome poison, level drain, stat drain, etc
No Light 1 HP per Month Make Saving Throws every Month to overcome poison, level drain, stat drain, etc
*add con mod to all healing dice.
Guardian Bond (Ex). Once per level, the gargoyle chooses a single individual, group, or organization to bond with. The gargoyle gains a +1 morale bonus to attack and damage against any opponent that has attacked the subject of their Guardian Bond. If subject of the Guardian Bond is adjacent to the gargoyle, the subject receives a +1circumstance bonus to AC and Saving Throws if the gargoyle is not flat-footed, helpless, or unconscious. As an immediate action, the gargoyle can take the hit of an adjacent subject; they are not allowed to make any kind of saving throw against this attack. This bonus increases to +2 at 5th, +3 at 15th, and +4 at 20th.
Gliding (Ex) Gargoyles can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of decent. Gargoyles glide at a speed of 40 feet (Poor). Gargoyles cannot learn to hover. A Gargoyle can’t glide while carrying a medium or heavy load.
Flight (Ex) When a Gargoyle reaches 5 HD, he becomes able to fly at a speed of 40 (Poor). Gargoyles can fly for a number of rounds equal to their Con Mod. They can push themselves to fly for twice as long, but then they are fatigued by the end of the flight. They can, however, glide before, after and between rounds of actual flight, remaining aloft for extended periods. When a Gargoyle reaches 10 HD, they can fly for longer periods, as Flying no longer takes any more energy than walking or running.
Intimidating Glare A Gargoyle can cause his eyes to glow and give an unnerving growl giving a +2 Circumstance bonus to Intimidate.


Seems to be well made, I am tempted to use them.

Unsure of balance though.


Hm, Penetrating Claws might be a bit much... Stone has a Hardness of only 8, so I could see them ignoring up to hardness 10, but I don't recall them slicing through iron doors or anything, let alone mithral or adamantium objects.

Instead of the straight +5 bonus to Climb, I might reduce it to +2, but also make Climb a class skill for any Gargoyle, or give them Skill Focus (Climb) as a bonus feat.


This thread is nothing but pure, shining awesomeness. I love it. Jalapeno!


Dessic wrote:

Hm, Penetrating Claws might be a bit much... Stone has a Hardness of only 8, so I could see them ignoring up to hardness 10, but I don't recall them slicing through iron doors or anything, let alone mithral or adamantium objects.

Instead of the straight +5 bonus to Climb, I might reduce it to +2, but also make Climb a class skill for any Gargoyle, or give them Skill Focus (Climb) as a bonus feat.

I agree with the hardness bypass idea.

Reduce it to 10, and as for climb bonus, for a compromise, lower it to +4

Climb +5 --> +4.
Hardness Bypass 20 --> 10.


The Gargoyles (Final Draft)
One thousand years ago, superstition and the sword ruled.
It was a time of darkness. It was a world of fear.
It was the age of gargoyles.
An ancient race even predating the Elves, Gargoyles have stood watch over natural formations, Fonts of Power and even the youngling races constructed forts and homes. When asked why they guard the places they choose, a Gargoyle simply replies “It’s what we do”. Recently however, many of the Gargoyles have taken an interest in guarding adventurers, which means of course, they must go adventuring as well.
Gargoyle appearance is quite varied. Basically humanoid, gargoyles usually have large, flexible wings on their backs, which allow them to glide but can be folded over their shoulders like a cape. Some gargoyles don’t have wings, but a membrane connecting their arms and legs. Their faces usually reflect local supernatural beasts. Some have horns, others have beaks and some have small snouts. Their skin appears to be leathery and shaded the colors of rocks and dirt. Large and powerful claws tip both their hands and their feet. Gargoyle legs are digigrade, allowing them to run on all fours when needed. Gargoyles seem to range in size from Halfling up to near ogre size.
The most unique feature of a Gargoyle is the fact that they don’t sleep, they hibernate by turning to stone. In this form, they absorb sunlight and positive energy from their surroundings, allowing the gargoyle to heal at a much faster rate than normal. However, they are completely unaware in this state, and very vulnerable, as they are nothing more than stone statues until the hibernation is complete.

Game Statistics
Medium: +2 STR, +2 CON, -2 WIS Medium size gargoyles are strong and healthy, but are still naïve as to the ways of the outside world.
Small: +2 DEX, +2 CON, -2 WIS. Small size gargoyles lack the same imposing strength of their larger brethren, but are just as hearty. They also share the racial naïve outlook.
Monstrous Humanoid Gargoyles count as Monstrous Humanoids.
Penetrating Claws Gargoyles have large clawed hands that can cut through most material. Their claws have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring
hardness less than 10. Damage for Medium Size gargoyles is 1d6, damage for small size gargoyles is 1d4. These claws allow for a +4 circumstance bonus to climb as gargoyles can literally make their own handholds in whatever they are climbing.
Stone Hibernation Gargoyles never sleep. Instead, they enter a state of hibernation which transforms them into inanimate statues. In this form, they absorb light and energy from their surroundings to speed their healing. When a Gargoyle hibernates they mentally set a condition which will end their hibernation, usually “When Fully Healed”. Gargoyles can stay in hibernation indefinitely, as they do not age in stone form. A Gargoyle is completely helpless and unaware while in hibernation, so they often hibernate in hard to reach places, trying to blend in with carved gargoyles on rooftops.
Use the following as guidelines for healing while hibernating.
Condition Healing Per HD* Benefits
Direct Sunlight 1d8 per hour Make Saving throws every hour to overcome poison, level drain, stat drain, etc
Indirect Sunlight 1d6 Per Hour Make Saving Throws every 2 hours to overcome poison, level drain, stat drain, etc.
Torch or Light Spell 1d2 per Hour Make Saving Throws every 4 hours to overcome poison, level drain, stat drain, etc
No Light 1 HP per Month Make Saving Throws every Month to overcome poison, level drain, stat drain, etc
*add con mod to all healing dice.
Guardian Bond (Ex). Once per level, the gargoyle chooses a single individual, group, or organization to bond with. The gargoyle gains a +1 morale bonus to attack and damage against any opponent that has attacked the subject of their Guardian Bond. If subject of the Guardian Bond is adjacent to the gargoyle, the subject receives a +1circumstance bonus to AC and Saving Throws if the gargoyle is not flat-footed, helpless, or unconscious. As an immediate action, the gargoyle can take the hit of an adjacent subject; they are not allowed to make any kind of saving throw against this attack. This bonus increases to +2 at 5th, +3 at 15th, and +4 at 20th.
Gliding (Ex) Gargoyles can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of decent. Gargoyles glide at a speed of 40 feet (Poor). Gargoyles cannot learn to hover. A Gargoyle can’t glide while carrying a medium or heavy load.
Flight (Ex) When a Gargoyle reaches 5 HD, he becomes able to fly at a speed of 40 (Poor). Gargoyles can fly for a number of rounds equal to their Con Mod. They can push themselves to fly for twice as long, but then they are fatigued by the end of the flight. They can, however, glide before, after and between rounds of actual flight, remaining aloft for extended periods. When a Gargoyle reaches 10 HD, they can fly for longer periods, as Flying no longer takes any more energy than walking or running.
Intimidating Glare A Gargoyle can cause his eyes to glow and give an unnerving growl giving a +2 Circumstance bonus to Intimidate.
On All Fours A Gargoyles legs are digigrade and allow the Gargoyle to get down on all fours and run as if they had the Run feat. A gargoyle cannot hold onto any item while On All Fours
Low Light Vision Gargoyles can see twice as far as humans in low light conditions.


Looks good. I would merely suggest that Gliding can only be done when the Gargoyle has room to fully spread its wings, requiring a space at least 10' wide. So a Gargoyle can't glide to negate falling damage in a 5'x5' shaft (not counting Slow Fall for a Gargoyle Monk), but could do so in a 5'x10' shaft.

Edit: Hmm, how would a Gargoyle Monk's unarmed attacks work?

Shadow Lodge

Legora wrote:


One thousand years ago, superstition and the sword ruled.
It was a time of darkness. It was a world of fear.
It was the age of gargoyles.

You qouted the show. I say you win the thread on that alone.

Spoiler:
Though the awesome race helped too! :)


I'd suggest putting them up over on the PathfinderDB site, but Disney is pretty insane about their IP, so I'm not sure if the moderator would like them up or not.


Dessic wrote:
Edit: Hmm, how would a Gargoyle Monk's unarmed attacks work?

I believe the monk chart says "unless the creature's natural attacks deal more damage", meaning until the monk damage surpasses its claw attack the Gargoyle uses its own damage.

As for damage type, I think it's "whatever your normal unarmed does". So it would be slashing/piercing I assume, since that's what the MM says a Claw attack does. (Unless that changed in PF? Don't have the Bestiary yet.)

Otherwise.... DANG that's awesome. Going to share this.


Awesome work


I'm prone to play devil's advocate, so don't get ticked at me if you can help it. Some points from my veiw.

Fast healing is overkill for them. No one is going to live through 2400 damage and then just go sleep it off. Accelerated natural healing is fine, but you've made it much more complicated than it needs to be.

"Statue" is an existing spell that provides the appropriate guidelines for their daytime slumber. You don't need to reinvent the wheel.

...and you (the author) ignored the point that gargoyles can't rip through metal. Bypass hardness 8 max. Even that's overkill. They only really need 5 or so bypassed for their regular damage to do the rest. They didn't go through rock like it was butter or anything.


--Like the On All Fours. Great feature.

--Needs a racial Climb speed. In the show, gargoyles had absolutely no problem climbing whenever they wanted. And that was several times, seriously at least as often as gliding.

--You have no stats for Large size gargoyles, something Goliath certainly was.

--For me, this race isn't a Gargoyle unless they sleep during the day, involuntarily. You can allow them to overcome this through magic items, as has happened three times in my memory:

Show Plot Spoilers:
-----When Goliath puts on the Eye of Odin, he gains a lot of stats, grows a bit, and doesn't need to stone sleep. This item would be artifact-level though.

-----Puck made it so Demonah turns into a human in the daytime, involuntarily. I'd say all the members of Oberon's race are powerful magicians, and this spell should be high level.

-----There is a five-part artifact in the episode about South America, where as long as a certain tablet exists unharmed, four pendants which are tied to that tablet enable gargoyles to remain flesh in daylight. Probably just a magic item, as it didn't seem to have anywhere near the power of the Eye.

If you introduce items that just allow them to remain flesh, I'd make it so they can't use any daytime/stone healing feature unless they voluntarily remove their magic items, making it advantageous to be vulnerable sometimes. Such items are common to the Pathfinder rules.


This thread is having a few effects on my literacy. I'm too excited to function, almost. Some mistakes I made:

For one, the second bullet point in the spoiler of my previous post is NOT a magic item. It's a spell put in place by a powerful magic being. Though I'd say this spell can be broken, I can't say whether it was a spell of Permanent or Instantaneous duration. I'm leaning the latter.

Two, I was too enthralled to mention anything but suggestions, making my post seem more critical than I wanted it to seem. I skipped praise because I really wanted to offer something helpful. It's odd, cause I just watched this show last night! Keep up the good work!


Leonis472 wrote:
--You have no stats for Large size gargoyles, something Goliath certainly was.

I think of him more as a Powerful Build Medium... he was something in the range of 7-7.5 feet tall give or take, assuming Elisa was around 6' and as she comes up to his shoulder. Half-Orcs (and [heh] Goliaths from Races of Stone, ironically - which also BTW have Powerful Build) are said to be about the same height and both are Medium... Large is more like Ogres and such, in the 10-15' tall range.


Leonis472 wrote:

This thread is having a few effects on my literacy. I'm too excited to function, almost. Some mistakes I made:

For one, the second bullet point in the spoiler of my previous post is NOT a magic item. It's a spell put in place by a powerful magic being. Though I'd say this spell can be broken, I can't say whether it was a spell of Permanent or Instantaneous duration. I'm leaning the latter.

Two, I was too enthralled to mention anything but suggestions, making my post seem more critical than I wanted it to seem. I skipped praise because I really wanted to offer something helpful. It's odd, cause I just watched this show last night! Keep up the good work!

The reason I made the stone sleep optional was to allow Gargoyles to mix into a regular adventuring party. My home group isn't all gargoyle fans so we have a mixed group and forcing the Gargoyles into stone sleep like their cartoon counterparts seemed to limit the adventures.


I've been working on a version of this myself.

Gargoyle (RP 20)

Standard:

Medium (0 RP): Gargoyles have no bonuses or penalties due to their size. A Gargoyle has a space of 5 feet by 5 feet and a reach of 5 feet.

Monstrous Humanoid (3 RP): Gargoyles have Darkvision 60 ft. They eat, drink, and sleep.

Physically specialized (1 RP): Gargoyles are strong and tough, but not as skilled as others with intellectual pursuits. They gain a +2 bonus to Strength and Constitution, but suffer a –2 penalty to Intelligence.

Standard Languages (0 RP): Gargoyles start with Common. Furthermore, Gargoyles with high intelligence can select from the following as additional languages: Aklo, Auran, Dwarven, Elven, Giant, Sylvan, and Terran.

Light Blindness (–2 RP): Abrupt exposure to bright light blinds gargoyles for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Movement:

Slow Speed (–1 RP): Gargoyles have a base speed of 20 feet. Gargoyles’ speed is never modified by armor or encumbrance.

Climb (2 RP): Gargoyles have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Gliding Wings (3 RP): Gargoyles take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, gargoyles can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A gargoyle with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Defensive:

Damage Reduction (4 RP): Gargoyles gain DR 5/magic.

Natural Armor (2 RP): Gargoyles gain a +1 natural armor bonus to their Armor Class.

Offensive:

Claws (2 RP): Gargoyles receive two claw attacks, which deal 1d4 damage. These are primary natural attacks.

Slapping Tail (3 RP): Gargoyles have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user's Strength modifier.

Tripping Tail (3 RP): When a Gargoyle hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

----
----

The only thing i didn't figure out was their stony slumber.

based on the show, it would cure the following:

Ability Damage.
Fatigue and Exhaustion.
Poisons and Non-magical diseases.
Hit point damage.

The cost is 8-12 hours of being helpless and unable to awaken to defend yourself.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tom Baumbach wrote:


Flying: A bad climb speed is not completely out of place; the show occasionally depicted them as able to gain flight from the ground by soaring on upwawrd air currents. But in general I agree that a bonus to Climb (or a natural climb speed) coupled with a "gliding" ability is more appropriate than a fly speed.

I would suggest a racial feat be required for flight as described above.


Pathfinder LO Special Edition Subscriber

Dot. Will definitely be using something like this eventually, or at least a close variant of it.

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