Advanced Races

The following are races with an advanced power level, suitable for player characters as allowed.


Description While mentally superior to and more agile than the gargoyles to which they are related, garguiles are less adept at flight and prone to turn to stone when brightly lit for any length of time.
 Racial Traits 
+2 to Each Physical Ability Score, +2 to One Mental Ability Score Garguile characters possess significant physical prowess and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (4 RP)
Monstrous Humanoid Garguiles are monstrous humanoids. (3 RP)
Medium Garguiles are medium creatures and have no bonuses or penalties due to their size.
Fast Speed Garguiles have a base speed of 40 feet. (1 RP)
Climb Speed Garguiles have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. (1 RP)
Fly Speed Garguiles have wings granting them a fly speed of 30 feet with clumsy maneuverability. (4 RP)
Swim Speed Garguiles have a swim speed of 30 feet, and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
Amphibious Garguiles are amphibious and can breathe both air and water. (2 RP)
Low-Light Vision Garguiles can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Superior Darkvision Garguiles can see perfectly in the dark up to 120 feet. (1 RP)
Claws Garguiles gain two natural claw attacks, each dealing 1d4 damage at Medium size. Those claws are primary attacks, or secondary attacks for any that wield one or more manufactured weapons. (2 RP)
Prehensile Tail Garguiles have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
Petrified by Sunlight (Ex) A garguile must succeed at a Fortitude save when exposed to direct natural sunlight greater than starlight (DC 0) else turn to stone as per flesh to stone (excluding possessions). Each successful save against that effect renders him immune to it for 1 round while adding 1 to the DC of his following attempts. All consequences of this weakness are removed from a garguile that continuously avoids its triggering condition for 1 minute. (–4 RP)
Languages Garguiles begin play knowing Common and any other single language. Garguiles with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

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