We are defenders of the night. We are Gargoyles.


Homebrew and House Rules


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It's time to crank up that epic theme music, we're talking gargoyles.

Before we begin, a few points I need to cover:

First, while I certainly took inspiration from the classic cartoon series, these are not meant to be the gargoyles from the cartoon. Nor are they meant to be a modified version of the existing monster. They are a new race, with their own traits and fluff.

Second, these are probably best thought of as an advanced race. Since they have abilities not found in the race builder, they don't have a specific number of race points. They weren't made to pass a core race acid test, just to be fun and reasonable enough that a GM might allow them in a normal campaign.

Third, the recessive traits feat is intended to allow for more than just what is stated in the description. I would encourage GMs to consider making a few gargoyles with some of the racial traits of other creatures, and to work with players who want to do the same. But short of writing a massive new system, there's no easy way to make that work, and certainly not to keep it balanced. As such I included only the simple, unobjectionable part in the rules, which is still good enough to stand on its own if need be. The rest is left to the GMs best judgment.

Now that that's out of the way, here's the link to the google doc. Let me know what you think.


There's a 3PP who's published a book about gargoyles as a playable race, but the name escapes me at the moment. Anyone out there remember what I'm talking about?

Dark Archive

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Starfinder Superscriber

Rite Publishing's Gargoyle

TPK's Gargoyles


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Did not know about those. Good to know.

The rites publishing one seems closer to what I was going for, having the same attributes and a comparable statue ability. Still, no gliding and a different overall flavor.

The TPK ones, as much as I was able to find, seem to be more like the monster than a player race.

I'll stick with mine, but thanks for the info.


I'm ignoring the fluff, as I don't really have an opinion one way or another and I'm entirely unfamiliar with the Disney series.

That said, I'd dump weapon familiarity. This is pure preference on my part. Training in weapons should be determined by class and feats, not racial traits (again, my opinion).

Statue form looks fine.

Something bugs me about Recessive Traits. I haven't figured it out yet, but when I do I'll let you know.

DR 2/bludgeoning is going to be damn handy at low levels - why didn't you go with dr 2/magic, out of curiosity?

Are these to be considered a subspecies of standard gargoyle or a replacement in your setting?


Da'ath wrote:
I'm ignoring the fluff, as I don't really have an opinion one way or another and I'm entirely unfamiliar with the Disney series.

The fluff actually has nothing to do with Disney series. It has similarities, but is meant to stand entirely on its own.

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That said, I'd dump weapon familiarity. This is pure preference on my part. Training in weapons should be determined by class and feats, not racial traits (again, my opinion).

I put it there for fluff reasons. Gargoyles who are raised in a normal clan setting will have been trained in the use of these weapons as children, even if they end up becoming wizards or rogues when they get older. Feral and slave gargoyles lose them because they weren't raised to use them.

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Something bugs me about Recessive Traits. I haven't figured it out yet, but when I do I'll let you know.

Please do.

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DR 2/bludgeoning is going to be damn handy at low levels - why didn't you go with dr 2/magic, out of curiosity?

I chose bludgeoning for both flavor and balance reasons. The flavor fits better because gargoyles are essentially living statues, with hints at their true nature being present. A stone statue will shrug off a longsword or an arrow, but will crumble when hit with a sledgehammer.

The balance reason is, I want the ability to remain useful longer. As you get to higher levels, everything gets magical, but the distribution of bludgeoning, slashing and piercing remains relatively the same. Sure it won't be as useful later on, but it will continue to function at least.

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Are these to be considered a subspecies of standard gargoyle or a replacement in your setting?

I intentionally avoided answering that question in the fluff. In the current setting my group plays in, gargoyles have never come up. As such, these are simply the only ones around. But in another setting, they could have whatever relationship the GM feels is appropriate and most interesting. Perhaps one was the original, and the other is an attempt at imitation. Or maybe the standard gargoyle is a lost tribe, cast out and cursed long ago, a mortal enemy of these gargoyles.

As a general rule, I try to keep my homebrew races setting neutral. The only reason I even named their homeland in this case is because it is gone, and therefore could be transplanted into any setting without altering a thing. Just pick some mountains and that's where it used to be.


I like the fluff. Very flavorful. I can see a lot of possibilities for players and DMs. Retaking and/or rebuilding your homeland would make a great campaign.

One question: it says that gargoyles can move their eyes while in statue form. Is that visible or hidden by the glamour?

Also, it seems like they should have a bonus to intimidation. Especially since they have a -2 to charisma. Gargoyles are supposed to be scary.

Other than that, I like what I see. I might just see if I can talk my DM into letting me roll up a gargoyle shaman of the stone spirit.


Entil'Zha wrote:
One question: it says that gargoyles can move their eyes while in statue form. Is that visible or hidden by the glamour?

I figured it would outright cover it up. Even if it didn't however, it would still be damn near impossible to see.

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Also, it seems like they should have a bonus to intimidation. Especially since they have a -2 to charisma. Gargoyles are supposed to be scary.

I agree, but at the same time, can't justify giving them more stuff. If it weren't for balance, they'd have a lot more than they do now.

But you're right, intimidation needs to be there. A simple solution would be to create a race trait (as in background traits, not racial features) for gargoyles:

Ferocious appearance: You are particularly fierce looking, and have learned to use this as an asset to defend your clan. You gain a +2 to intimidate checks against non-gargoyles, and intimidate is always a class skill.

Something like that might work.

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Other than that, I like what I see. I might just see if I can talk my DM into letting me roll up a gargoyle shaman of the stone spirit.

*looks up shamans*

Yep. Blatantly stealing that idea. Thank you sir.


I still prefer the idea of all gargoyles having a bonus to intimidation. I would have just dropped the. Climb bonus to +2 and given them +2 intimidation. But I can see where you are coming from.


Pathfinder Rulebook Subscriber

I like the 'fluff' and plan to use some of it for a NPC race. My race is Small in size until their final 'molting' into adult, 'Medium' size. But your's has no real drawback as a PC race, certainly not too powerful in my eyes. Good work.


Bwang wrote:
I like the 'fluff' and plan to use some of it for a NPC race. My race is Small in size until their final 'molting' into adult, 'Medium' size. But your's has no real drawback as a PC race, certainly not too powerful in my eyes. Good work.

Your race sounds interesting. Glad you like mine.


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Alright, so some major updates in the last couple of years, most of them quite recently.

  • I've separated the sleeping part of statue form into a separate trait, if only to improve readability.
  • I've eliminated the wing deformities alternate race trait as it was a balancing issue and added little to the race.
  • I've replaced the recessive traits feat with the mask of flesh alternate race trait, leading to a better balance and more flavor.
  • Speaking of which, the monstrous traits feat actually fleshes out radical physical alterations I wanted to be possible, but was too lazy to write up until now.
  • 8 other new feats
  • 3 new traits
  • One favored class bonus (will do more as they come up).


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Based on feedback, I have updated the Reaping strike feat to have slightly higher prerequisite and added combat feat tags to it and tripping tail.

I have also updated the height/weight tables to account for extremes while still maintaining a normal range in the middle. It's a little out of the ordinary, but then, do people even pay that much attention to height/weight tables?


Good to have some free gargoyle stuff out there. ;)

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