SCIONS OF STONE CREDITS Designed & Written by: Bernie McCormick Additional Content by: Brian Berg Cover Design: Brian Berg Layout: Jay Wallis Artwork: Daniel Kamarudin, Bernie McCormick, Mike McMahon LEGALESE Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artifacts, loca- tions, etc.), dialogue, plots, storylines, language, incidents, settings, characters, artwork and trade dress are product identity as defined in the version 1.0a, Section 1(e) and are not Open Content. Designation of Open Content: All mechanical content and proper names for the races within and all sup- plemental rules are designated open content. Open Content: Except material designated as Product Identity, the contents are Open Game Content as de- fined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder is a registered trademark of Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used un- der the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. To learn more about the Open Game License, visit wizards.com/d20. Published by Total Party Kill Games, LLC. 1st printing, June 12, 2013.

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1 Contents Physical Description 26 INTRODUCTION 6 Society 26 BLOQ AND TAKEL 7 Relations 26 A HISTORY OF 13 Alignment and Religion 27 THE AWAKENED 14 Adventurers 28 Introduction 15 Names 29 Awakened Gargoyle Starting Ages 15 Ixiven, Trumeau Gargoyle Sorcerer 29 Awakened Gargoyle Racial Traits 15 CLAN VOUSSOI 32 Awakened Gargoyle Offensive Racial Traits 16 Introduction 32 Awakened Gargoyle Defensive Voussoi Height and Weight 33 Racial Traits 16 Voussoi Standard Racial Traits 33 Awakened Gargoyle Weakness Voussoi Offensive Racial Traits 33 Racial Traits 16 Voussoi Weakness Racial Traits 33 Awakened Gargoyle Other Racial Traits 17 Physical Description 33 Physical Description 17 Society 34 Society 17 Relations 34 Relations 17 Alignment and Religion 35 The Five Clans 18 Adventurers 35 Alignment and Religion 19 Names 36 Adventurers 19 Griga, Voussoi Gargoyle Gunslinger 36 Favored Class Options 20 CLAN CRENELET 39 Names 21 Introduction 39 Sever, Awakened Gargoyle Barbarian 21 Crenelet Height and Weight 40 CLAN TRUMEAU 24 Crenelet Standard Racial Traits 40 Introduction 24 Crenelet Defensive Racial Traits 40 Trumeau Height and Weight 25 Physical Description 40 Trumeau Racial Traits 25 Society 40 Trumeau Defensive Racial Traits 25 Relations 40 Trumeau Magical Racial Traits 25 Alignment and Religion 42

2 Adventurers 42 Tilyna the Defender 61 Names 44 Gargoyle Societies 63 Echo, the Crenelet Bard 44 Wings 63 CLAN LESENE 47 Overview 63 Introduction 47 Ethos and Leadership 63 Lesene Height and Weight 47 Lairs and Treasure 64 Lesene Standard Racial Traits 47 Rookeries 64 Lesene Offensive Racial Traits 48 Overview 64 Lesene Magical Racial Traits 48 Ethos and Leadership 65 Lesene Weakness Racial Traits 48 Lairs and Treasure 66 Physical Description 48 Sample Rookery 67 Society 49 Location 67 Relations 49 Notable NPCs 67 Alignment and Religion 50 Marketplace 67 Adventurers 50 Groups/Factions/Hooks 67 Names 52 Septs 67 Moko, Gargoyle Oracle/Witch 52 Overview 68 CLAN BÊTES 56 Ethos and Leadership 68 Introduction 56 Lairs and Treasure 68 Bêtes Height and Weight 57 Havens 69 Bêtes Standard Racial Traits 57 Overview 69 Bêtes Offensive Racial Traits 57 Ethos and Leadership 69 Bêtes Defensive Racial Traits 57 Lairs and Treasure 70 Bêtes Special Racial Traits 57 Gargoyle Tribes 70 Physical Description 58 Teuteur Tribe 70 Society 58 Traditions 70 Relations 58 Lore 71 Alignment and Religion 60 Adventurers 71 Adventurers 60 Chercheur Tribe 71 Names 61 Traditions 71

3 Lore 72 Tower’s Insight (Su) 76 Adventurers 72 Tower’s Lore (Ex) 76 Supplice Tribe 72 Advanced Lore (Ex) 77 Traditions 72 Towersight (Su) 77 Lore 73 Fiendish Corrupter (Furiex Witch) Archetype 77 Adventurers 73 Prerequisites 77 Furieux Tribe 73 Granted Powers 77 Traditions 73 Hellish Augmentation (Su) 77 Lore 74 Possessed Familiar (Sp) 78 Adventurers 74 Blood Gates (Su) 78 Tribal Archetypes 74 Gargoyle Racial Feats 79 Faithkiller (Supplice Inquisitor) Archetype 74 Undying Fury 79 Prerequisites 74 Chalkblood 79 Granted Powers 74 Truthseeker 79 Stonehide Defender (Teuteur Deft Wings 79 Paladin) Archetype 75 Winged Dodge 79 Prerequisites 75 Stone Flesh 79 Granted Powers 75 Gargoyle Racial Traits 79 Trap Sense 75 Driven Purpose (Magic) 79 Bleeding Strike (Su) 75 Razor-honed Claws (Combat) 79 Divine Bond (Su) 75 Patience of Stone (Social) 79 Distant Mercy (Sp) 75 Oversized Claws (Combat) 79 Aura of Defense (Su) 75 Orlock’s Avenger (Magic) 80 Defender’s Blessing (Su) 76 Humanoid Features (Social) 80 Defender’s Intercession (Su) 76 Demonic Features (Social) 80 Tower-Seeker (Chercheur Bard) Archetype 76 Beast Headed (Social) 80 Prerequisites 76 Sept Historian (Social) 80 Granted Powers 76 All-Seeing (Social) 80 Seeker’s Lore (Ex) 76 Able Winged (Combat) 80 Earth Master (Combat) 80

4 Unyielding Form (Gargoyle) 80 Gargoyle Artifice 87 Gargoyle Spellcasting 81 Stonesalve Mortar 87 Clawed Gauntlets 87 Supressed Spell Resistance 81 Tailcaps 88 Imp. Suppressed Spell Resistance 81 Drop Harness 88 Puissant Channeling 81 Gargoyle Enemies 89 Puissant Spellcasting 82 Stonecraft Magi 89 Resistant Shielding 82 History 89 Imp. Resistant Shielding 82 Methods & Organization 89 Disruptive Resistance 83 Important Members 90 Gargoyle Paragon Prestige Class 84 Guardians of the White Gates 92 Gargoyle Magic 85 History 92 Mortarblood 85 Methods & Organization 92 Razor Claws 85 Important Members 93 Strengthen Wings 85 Inquisition of Soulless Heresy 95 Slumbering Cure 86 History 95 Slumbering Guardian 86 Methods & Organization 95 Slumbering Call 87 Important Members 95 OGL References 97

5 INTRODUCTION er. One of them, Orlock (in a very different instantiation than you will read about later) Gargoyles are a part of real-world culture became a demigod after discovering a set and art in a way which has always mystified of bagpipes cursed by a banshee, which was me. They are frequently associated with intended to age the player to death, but places of worship, and occasionally serve for the gargoyle, became a source of near- utilitarian purposes in architecture and endless power. When he was confronted drainage. In , gargoyles have had by my then-campaigning playgroup in the many instantiations, but in RPG’s they gen- pinnacle of an arc, he had six arms, each erally are delegated to the role of a mind- with a sharpness attack, and could stun with less horrible . his wing buffet. The fourth round of com- bat, after the party fighter had had both his This changes now. arms taken off, I permanently traumatized Somewhere between the Gargoyles ani- one of my players by having the gargoyle mated series, the Gargoyle’s Quest series hone in on him, and rather than dispatching of video games (which Capcom built off of him quickly with his obsidian claws, he beat a model rendered for their genre-changing the to death wielding the severed Ghosts N’ Goblins game), there seemed to limbs of the fighter as improvised bludgeon- be an opportunity for growth in the mon- ing weapons. ster’s depth. This book, however, goes in an opposite The ever-revered and oft-reviled Tomb of direction from all that. There is a poten- Horrors featured a four-armed gargoyle il- tial for a rich social and cultural tapestry lustration plate, created by David A. Tramp- built around gargoyles, who seem trapped ier. This became a seeding point for me. If somewhere between an infernal creation, gargoyles were naturally occurring, why all a runaway construct, and a weird earth- the strange anatomy and behavior? It made based race that flies for some unimaginable sense to me that gargoyles were runaway reason. You will see flavor and ideas lifted constructs, but if they were, how would from many places, but my hope is that what they reproduce? This was the gist of a won- you are left with is a unique spin on what is derful B reel from the early 1970’s entitled often used as a fairly cookie-cutter monster. Gargoyles (recommended with caution). It As a word around mechanics to players and made an impression on me in my youth, GM’s alike – gargoyles are powerful (~ a and crossed over into my world building as 20 point monstrous humanoid race, via it evolved. I developed an entire campaign the creation rules outlined in the ARG), but around gargoyles, their creators, and how they have a sharp backswing. As all mon- immortality crossed with soullessness and a strous characters do, they have the distinct drive for companionship and the ability to disadvantage of being targeted as a foe at reproduce. first glance. These elements are a challenge My monstrous gargoyles are very nasty, for the GM and the player alike, and they evolving not just cunning, but deadly, muta- should be carefully considered before hit- tions and horrible abilities as they grew old- ting the table. The gargoyles outlined in

6 this supplement may fit into a mixed par- never told but once a year was of the First ty with experienced players, or provide a Making. neat piece of unique flavor for a Mays had been telling the story for almost or campaign quest. Creating a group of all sixty years, and more than a few whispers gargoyle players allows for an exploration wondered if this would be his last. Even of some of the elements detailed in the lat- more wondered whether there was truth to ter half of this text, within which lies more the story. Mays was easily the oldest person than one idea for an aspiring GM looking in Lock’s End, and seemed to be as perma- for a backdrop in which to tell that tale, if nent a fixture as the Ruins outside of town. you do not already have such a backdrop in mind. The old man picked up his pipe and tamped in a ball of tobacco. He lit the pipe with a I hope you enjoy. match. He patted his vest and pockets ab- -Bernie McCormick sently, as if looking for something. “Now where did I put my glasses?” Mays BLOQ AND TAKEL used his stage whisper, watching the children giggle. He saw the grins of the gathering au- By Rick Cox dience. There were maybe thirty people in the taproom already. He had his oldest boy, Old Mays Culpepper shifted in his chair Warrick, move some of the tables out to before the fire. His rapt audience of chil- make room for his audience. Mays smiled dren watched with undisguised excitement. and shot a wink to the children sitting on Every year, Mays told the story of the Ruins the floor around him. of Lock’s End and how the holiday known as The Making started. The Making started His old eyes caught movement by the door out as a local holiday, but in the past few and his smile faltered. A towering figure in decades, developed a following, and even an overly large hat and cloak had come in. had pilgrims that came each year. It became The echoes of soft rain crept through the a festival of sorts, with all the pilgrims wear- door. More of the pilgrims show up each ing large coats and oversized hats, with year for his story. Tonight, there were at masks underneath. Old Mays was there for least a dozen, holding to the shadows. the First Making, or so he tells all the chil- dren. Right on time, Mays thought. Each year, it rained at exactly the same time on The Mays shifted in his seat and sighed theatri- Making. No one, save Mays, knew why, cally. He looked around the taproom at all and he wasn’t going to tell. the children (and goodly amount of adults, too) that crowded the Bloq and Takel inn. A small figure had added itself onto the back Mays was known for his playful grouchiness of the gaggle of children. A heavy brown about the town, and since he retired as inn- robe was draped over its short body; the keeper, he would sit around the taproom hood peaked on its head. Mays smiled. and tell story after story. The only story he The children, misunderstanding his smile,

7 giggled and inched closer. Mays looked creeping ivy, the flowers in the shadow of once again at the broad figure with the The Ruins were as large as a man’s fist, and large hat. An almost imperceptible nod was those that saw the sun could dwarf a man’s his response. Mays sighed. He was glad that head. He was determined to get the larg- his sweet Aleana had passed seven winters est rose in bloom. Aleana would have no ago. It had been too long since he’d looked choice but to choose him over the trader’s upon her fair face. son after that. He took a deep drink of his mulled wine, He tossed his head to get his dripping hair and started his last telling of the story of out of his eyes. He continued to climb, The Making. searching for foot and handholds in places most couldn’t reach. Mays was the tallest “Back when I was just a lad, I decided I was in the town, his head a hand’s span be- going to marry the fairest lass in the area. neath seven feet. With an explosive burst of First, though, I had to get just the right gift breath, he hauled himself onto an outcrop- to win her heart…” ping of stone. Flat on his back, he let the The rocks were slick beneath Mays fingers. light rain spiral downward onto his face. The steady rain had turned the dust to mud, His muscles ached, but his mind flew. He crumbling away beneath his tenuous grip. had climbed higher than anyone else ever His hand slipped, and he hung, suspended had, and he could keep going! over the opening for a long moment. He Mays rolled over onto his belly and looked swung back and caught a grip a bit farther over the edge. The patterns along the down. His heart beat in his throat. Had outside of the ruins marked the remnants he fallen, he would have smashed to the of stairs. He was easily fifty feet off the ground below, dying instantly if he was ground. Here the roses that peeked through lucky. the walls were large, but not large enough. Mays was climbing the interior of The Ruins, He caught movement down below, weav- the crumbling remains of a tower or castle. ing through the brush. The figure moved The Ruins had sat on the outskirts of Lock’s slowly, its large shape struggling to slip End for as long as the town could remem- through the foliage without disturbing any- ber. All the teenagers in the town came to thing. A large hat covered its features and The Ruins to see the strange and wondrous gloved hands moved stems and branches remnants left behind. The central chamber away. A high, piercing whistle sounded and of the Ruins was filled with amazing flora a rock skipped down from below Mays to and fauna whose colors ran across the rain- glance off the other figure’s shoulder. bow. No one could identify what some of the flowers were, and those that were rec- “Liant curse you! Why must you always play ognizable grew to such gigantic proportions games!” The voice boomed and echoed they were considered unnatural. throughout the stone. The figure turned its head up and Mays gasped. The figure had Today, Mays was reaching for a rose. A rose an ugly, twisted face. It pointed a finger up, bush grew alongside and up the tower like and Mays’ heart almost stopped. A voice

8 below him chuckled. escaped his lips and leapt into the open air as well. Bloq’s head turned up sharply to- “Relax, Bloq. I’m sorry. I didn’t mean for wards the sound. Mays locked eyes with it to hit you.” Mays held his breath, afraid him for a second and knew he was caught. that they would discover his presence. He pulled his head back and stood up. Bloq shook his head and muttered to him- Panicked, he started to move, looking for a self. He continued to move forward through place to hide. He moved through the par- the natural garden. The other voice seemed tial structure of a hallway that led into a to move as well. previously undiscovered area of the Ruins. “Do you really think this is the place? We’ve “A human!” Bloq cried from below. sent out explorers everywhere.” To Mays’ panicked ear, he heard a violent Bloq shook his massive head again. growl punctuate the simple statement. “Look at the flowers here, Tak. The residual Blood pounding in his ears, Mays moved magic is strong enough to warp nature. The without thinking, winding deeper into the energy that courses through these plants is structure. When his fear died down, Mays life magic, and very powerful. I think we found himself in front of a rotted wooden are on to something here. Keep an eye out door. He pushed on the door, and with a for any Stone.” sharp crack, he fell inward. Mays heard the inference in the words. He Mays found himself in a large chamber. continued to watch. He saw a smaller fig- There were no windows, but a soft golden ure below him moving with ease over the light shone through. Small piles of golden rough and broken stone. The figure hit a rock lay strewn about, covered with dust dead end. and moss. “Nothing else up here, Bloq. Watch out be- Gold! Mays mind cried out, and he ran to low!” the nearest pile. He dropped to his knees and started to wipe the moss and grime The small figure leapt off into the open air, away. His heart fell as he realized that he and started to plummet. Mays bit back a wasn’t holding gold or any riches untold. It scream. The poor fellow was going to splat- was a smooth stone, with veins of gold and ter all over the ground! silver shot through it. Mays frowned as he The figure fell for a few feet then spread its realized it was warm to the touch. arms. The sound of leather snapping taut “By Orlock’s wisdom, look at this.” The echoed. Flaps of skin beneath the smaller voice of the smaller figure, Tak, said from figures arms caught the air, allowing him the doorway. Mays stood up, clutching the to glide down. The figure banked to the stone. left, and started a slow spiral down to the ground. “Peace, boy. We mean you no harm.” Tak stepped forward slowly. “You hold some- Mays couldn’t contain his surprise. A gasp thing very dear to me and mine in your

9 hands. Please be careful with that. A howl echoed through The Ruins. Mays looked at the figure closely. The fea- “Tak! Guardians!” tures were a little off. Tak looked like a Hal- Takel sprung to his feet as a roar shook the fling, but not quite. Mays examined Tak as room. He bolted out of the room. Mays, in he got closer. Tak’s hands were outstretched, a daze, followed. reaching for the rock in Mays’ hands. He could see the membranes that stretched Mays found himself down a different cor- between the arm and torso of the smaller ridor. He was soon looking out on the cen- creature. tral chamber again. Down on the ground, Bloq was fighting with a large beast. Two Tak removed the rock gently from Mays’ lay on the ground around him. still hands. “Run, boy! Get somewhere safe!” Takel “What are you?” Mays whispered. shouted, as he fended off a beast resem- The smaller figure smiled. bling a wolf, only carved out of stone. Mays watched in horror as the beasts’ jaws “I’m a Gargoyle, boy. A Crenelet to be ex- snapped only inches away from the smaller act.” figure’s face. “A Crenelet?” Tak threw himself backward out of the way. “Yes. A Crenelet. That’s my tribe. I am In- Using his momentum he moved up the wall spector Takel.” and jumped off, landing himself on the stone wolf’s back. Two hand axes flashed, Mays sank to the ground slowly. He needed and the stone wolf howled. to sit down. The two rolled and struggled, each trying “Inspector?” to gain an advantage over the other. Tak Takel moved around the room, running his grunted in pain, the wolf rolled up to its fingers along the moss covered stones. Each feet. Tak was slow moving, and seemed to finger stroke uncovered more of the soft be a sitting target for the wolf. glow. “Hey! Hey! Over here!” Mays yelled at the “My people were born here, centuries ago. wolf, getting its attention away from the Or at least, that’s what some of us think. stunned Tak. These rocks? They’re called lifestones. They It leveled its gaze at Mays, and lowered it- allow my people to procreate.” self into a pouncing position. Mays turned “Procreate?” Mays was having some trou- and ran. ble thinking straight. He heard the stone wolf crash down where “I’m not going to give you the ‘goblins he was standing, and scrabble along the and gnomes’ speech. If you don’t know stone floor after him. Mays ran around to- what procreation is, ask your father.” Takel wards a collapsed floor that led downward. smirked. He threw himself into a feet-first slide, hop-

10 ing that he wouldn’t be dumped out into ** oblivion. “Is he going to be ok?” Takel asked. He was The collapsed floor had come to a stop standing over the unconscious human. on the next level down. Mays sent a silent “I believe so. You broke enough of his fall prayer outward. He continued to move, by catching him in mid-air. He would have using the rough ground as obstacles, put- died if you had missed.” ting distance between him and the wolf. The beast crunched into the stone floor Bloq leveled a look at his short companion. and bounded up, following him. He ran “That was a foolish thing to do, Takel. You and saw the floor in front of him had col- could have-“ lapsed completely. There was a sliver of stone sticking out of the wall but it would “He drew the guardian away from me, require a near perfect jump. Mays picked Bloq. It had me, and he gave me time to up speed and ran towards the end of the catch my breath. It was the least I could floor. The wolf, now on a clear path, picked do.” up speed and started to gain on Mays. He “But still, Tak, to risk your life for a single-“ risked a glance over his shoulder and saw the wolf in a hunter’s lope, preparing to “Did you forget that he lead us to the cham- pounce. Closing his eyes and sending an- ber of lifestones?” other prayer out into the darkness, Mays “Is that what those gold rocks are?” Mays dropped to the ground. His speed carried asked weakly, his eyes unfocused. him over the edge of the broken floor. His fingers grasped and caught the edge. The Both gargoyles looked at the prone man. wolf, surprised at Mays’ movement and in Bloq knelt down, still looming over Mays. mid jump, flew over the hanging boy and “What they are, human, are very important fell, crashing to the floor two stories below. items that are vital to the survival of my Hanging over the edge, Mays watched the race.” beast shatter. He bunched up his muscles Bloq planted a thick finger in Mays’ chest. to pull himself up, and the stone crumbled beneath his hands. He was momentarily “We have no choice but to leave them weightless, and then the ground came rush- here right now. You are the only person ing up to meet him. that knows of their existence and location. You have one minute to convince me that I ** don’t need to kill you to keep that secret.” Mays floated in a gray waste. The fog shift- A panicked look crossed Mays’ face. ed and spun, providing glimpses of dreams. He saw multiple figures of all shapes and “I…uh…I won’t tell anyone! No one climbs sizes hovering around him, their grotesque the tower because it’s not safe! No one faces moving. He heard noises, but no even knew that anything was left in there! words. The world filled with a golden light, All I wanted was a rose!” and then…nothing.

11 Both gargoyles turned their heads. “Go now and win your mate. We shall meet again.” “A rose?” Takel asked, a slight snigger in his voice. “And so, those two pilgrims, Captain Bloq and Inspector Takel, were the first to travel Mays’ blushed. here for The Making. The next year, they “There’s a girl…Aleana. If I can get her one brought friends. And each year from that of those roses, she will know how much I day, more and more pilgrims came to pay love her.” their respects at the base of The Ruins. They say it rains every day on The Making be- Bloq and Takel looked at each other for a cause the angels that look over the pilgrims long moment, their faces unreadable. are crying in joy.” Tak left without a word, leaving Mays in Mays took a drink of his ale as the applause the hands of Bloq. washed over him. The crowd dispersed as “You live here? In this town?” children ran to their parents and adults or- dered more drinks. Bloq moved through Mays nodded. the crowd towards him, and Takel moved “My dad runs the inn, The Roost. We see all through the throng of children. Mays ex- people that come through this area.” changed warm handshakes with the two gargoyles. Bloq leaned closer. “Your story gets better every year, my “The human’s way is the son takes over for friend.” Tak said. the father when the father ages, correct?” “It gets better because the details are get- Mays nodded quickly. ting foggier, so I have to improvise.” Mays laughed, his eyes on Captain Bloq. “Then listen well, human. You will guard this secret with your life. From time to time, “We have discovered another chamber of our people will come through. You will lifestones, Mays. We thought you would give them instructions on how to get to like to know. The Making pilgrimage will this chamber. You will never come up here continue for some time.” again, nor will you tell anyone else. If you break this promise, I will find you and kill Mays nodded, looking around the tap- you. Do you understand?” room. Mays swallowed loudly. “I understand, sir.” “Walter! Walter, come here!” Mays called, waving a young man over to his side. “Good.” Bloq stood up and turned his back on Mays. He exchanged whispers with “Walter, these are two very good friends of Takel. Bloq turned around again, and in his mine. Captain, Inspector, this is my oldest hands was the biggest rose in the Ruins. He son, Walter. Son, there are things we need placed it on the ground next to Mays. to talk about. First, I think you might need a drink.”

12 A HISTORY OF First of the five tribes. These, his sons and daughters, Orlock taught the skills of life- GARGOYLES stone and Making and set them to create more of their kind. Before long, the chil- As a race, gargoyles have a sordid history, dren of the five tribes were too numerous riddled with mystery and false leads, made to be contained within Orlock’s tower, so even more complex by a lack of a written they were set free, to roam the world. language of their own. It does not help that the general opinion of most other sentient While Orlock toiled, and the First of the beings is that they are horrible clans explored the Tower, Liant, the ap- who should be slain on sight. The reality is prentice of Maqon, attempted many times that Gargoyles are far more complex than to contact his master for guidance. While any black-and-white monster story, with it was not unusual for such sendings to go more than a little truth to the claims of their unanswered while the Archmagus traveled monstrous history. between the spheres of reality, after nearly a decade Liant assumed something must be All living gargoyles descend from the one- wrong, and set to scrying his master’s tow- time gargoyle guardian construct of the er. Through his silvered pool of farseeing, Archmagus Arcturis Maqon. Maqon crafted the apprentice observed from afar the exo- his guardian, Orlock, of obsidian and ada- dus of gargoyles from his master’s demesne. mantium, diamond and bloodstone. The After significant effort and the hiring of sev- Archmagus spent a lifetime refining and per- eral failed expeditions of mercenaries, ad- fecting his guardian’s ability to keep watch venturers, and even extra planar servants, over his tower and its precious contents. the wizard was finally able to access his After centuries of faithful service, Orlock master’s sanctum, and discovered what had gained sentience, and confronted his master transpired there. over his forced servitude. Maqon was hor- rified at the unintended awakening of his Liant’s discovery of Orlock’s betrayal, com- construct, and whelmed all of his power to bined with the many years of futile seeking attempt to destroy Orlock. The Archma- of his master sent the apprentice into a fury. gus’ work had been too prolific - he failed Liant slew Orlock, and scattered his remains to destroy his guardian before his guardian across all the planes of existence. The Ap- destroyed him. prentice bound the First of each of the five tribes, and enslaved whatever of their chil- Eager to ease the loneliness of his newly dren remained within the tower to guard liberated home, Orlock delved deep into its treasures – Liant’s treasures, now that his the library of secret tomes Maqon had master was dead. kept - the very books he had been crafted to defend. In his creator’s research, he dis- Those few gargoyles who escaped Liant’s covered the rites and rituals used in creat- wrath eventually caught up with those of ing more of his kind, as well as a means to their brethren who had left the tower before instill his creations with soul and sentience. Liant’s arrival. They told of the slaughter For years, he toiled at the creation of the and enslavement of the First, as well as the

13 fate of Orlock, their first father. Many, but THE AWAKENED not all of the survivors attempted to re-take the tower from Liant, and were slain in the GARGOYLE process by the First and the other gargoyles Liant had twisted with his magic. Though the foray ended in failure, all of the First were slain, and Liant was gravely wounded. Anticipating possible future attempts on his lair and life, Liant crafted a masterful en- chantment, which magically transported his tower to a new location every sundown. Though this prevented the gargoyles from overwhelming its defenses en-masse, the tower’s enchantment only carried it to cit- ies, where the tower might meld into the skyline and remain unnoticed. It is for this reason that most gargoyle rook- eries are based in tall places with good views, overlooking cities until sundown so they might gain access to Liant’s tower, and avenge the death of their progenitor.

“I’ve been working with stone and chisel Creating a Gargoyle PC every day since me beard came in, and I never been more proud than the work I did In order to create a gargoyle charac- for Lewyn, the local waggly-fingers, about ter, use the ‘Awakened Gargoyle’ as two centuries back. Carved him up a bunch a template, and the choose any clan. of basalt monsters – wings, fangs, claws Each clan has optional racial abilities and tails – he showed me a picture on some that are exchanged. crumbly scroll of what he wanted. Weirdest thing though, was that the pieces had to be made in parts, then fitted together, rather than carved solid. I made six of ‘em, and the coin from those weeks of work paid for this shop, and my Guild dues for almost a century!

14 You can imagine my surprise when yester- Introduction day, one of me own carvings comes walk- ing into me shop asking me to teach it the Most gargoyles are created by magic, in ways of crafting stone! I never been one to a means similar to the creation of a con- turn down gold for teaching, but my new struct. The race breakdown below reflects student “Chalkmin” is a first for me, at an one of these gargoyles – they are asexual, age where I’d think I’d pretty much run out cunning, and dangerous. A member of the of firsts. The hardest part so far has been gargoyle race is soulless (created via craft getting him to stop gouging clawmarks into construct to create a guardian gargoyle) the hammer handles.” and gains sentience due to age, or through magical intervention by an extra planar be- -excerpt from an interview with Agate ing or other magical effect. These gargoyles Blackchisel, Master Stonecarver of Illian’s cannot procreate, and their awakening has Run removed much of their construct-based in- vulnerability, but remnants of those pow- I Just Want To Play A Gargoyle! ers linger. The “age” of a gargoyle (below) relates to their awakening, as opposed to Gargoyles, as they are presented in physical age. this supplement, are a complex race, with a base racial archetype, five cus- Awakened Gargoyle Starting Ages tom clans (bloodlines), and four tribes (though more are rumored to exist Adulthood Intuitive1 Self-Taught2 Trained3 in moldy tomes and bardic legends). 10 year 1d6 years +2d4 years +2d6 years When playing a deep gargoyle charac- ter, you are picking more than a sim- 1 This category includes barbarians, oracles, rogues, and sorcerers. ple stereotypical racial identity. A gar- 2 This category includes bards, cavaliers, fighters, gun- goyle’s heredity – their clan and tribe, slingers, paladins, rangers, summoners, and witches. greatly alters choices like alignment, 3 This category includes alchemists, clerics, druids, inquisitors, community, and motivation. If you don’t want to delve too deeply into magi, monks, and wizards. these details, use the Awakened Gar- goyle race (the most “stereotypical” Awakened Gargoyle Racial Traits gargoyle). This leads to the simplest backstory for a gargoyle adventurer, Type: Gargoyles are monstrous humanoids who may or may not have any ties to with the Earth subtype. kin or lair. If multiple PC’s are going Size: Gargoyles are medium creatures. to be playing gargoyles, GM’s should consider carefully the clan/rookery/ Slow Speed: Gargoyles move at a 20’ rate tribe details offered later in this text, and are never slowed down by encum- and keep the details in mind when PC’s are working up character concepts. brance or armor. Players are encouraged to do so as Physically Specialized: Awakened gar- well, to more fully embrace the depth goyles get +2 to Strength, Dexterity and of the racial elements of the character they are choosing to play. Constitution, -4 to Intelligence, and -2 to Wisdom and Charisma.

15 Languages: Gargoyles begin play speaking Awakened Gargoyle Offensive Common and their own language - a pidgin Racial Traits of Terran and Infernal. Gargoyles can take any other language their creator(s) might Claws: Gargoyles receive two claw attacks. imbue them with, or that they learned in These are primary natural attacks. The dam- life, but they are always illiterate. Awak- age is based on the creature’s size. ened Gargoyles with high Intelligence scores Size Damage can spend a language slot to gain literacy in Small 1d3 any language they can speak, or they can choose from the following as a bonus lan- Medium 1d4 guage: Draconic, Terran, Elven, Dwarven, Large 1d6 Celestial and Infernal. See the Linguistics skill page for more information about these Awakened Gargoyle Defensive languages. Racial Traits Agelessness: Gargoyles are immortal inso- Natural Armor: Gargoyles gain a +2 natu- far as they never die of old age, though they ral armor bonus to their Armor Class. can be slain as any other creature by magic, Spell Resistance: Gargoyles possess spell disease, poison, or physical damage. Gar- resistance equal to 5 plus their class levels. goyles do not lose physical statistic points as Against magic from divine sources, double a result of aging. Instead, for every century the effectiveness of this resistance. Gargoyles they endure, they gain either an additional cannot drop magic resistance against any racial trait, or a +2 to Intelligence, Wisdom clerical magic which is disrupted by spell re- or Charisma. sistance, even beneficial magic, though they Climb: Gargoyles have a climb speed of 20 can choose to do so for arcane spells. An feet, and gain the +8 racial bonus on Climb Awakened Gargoyle must bypass its own checks that a climb speed normally grants. spell resistance to use divine magic items, or cast divine spells. Gliding Wings: Gargoyles take no damage from falling (as if subject to a constant non- Awakened Gargoyle Weakness magical feather fall spell). While in midair Racial Traits gargoyles can move up to 5 feet in any horizontal direction for every 1 foot they Stony Hide: Gargoyles stony skin makes fall, at a speed of 60 feet per round. A gar- them vulnerable to bludgeoning attacks. goyle with gliding wings cannot gain height Gargoyles take +1 damage per die dealt of with these wings alone; it merely coasts in bludgeoning damage. other directions as it falls. If subjected to a Slumbering Vulnerability: While in their strong wind or any other effect that causes Stony Slumber form, gargoyles take double a creature with gliding wings to rise, it can damage from bludgeoning weapons. This take advantage of the updraft to increase weakness stacks with the Stony Hide vul- the distance it can glide. nerability.

16 Soulless: Awakened Gargoyles are soulless, tinctive monstrous features. They have and not part of the divinely manipulated sharp clawed hands and feet, thin tails, bat cycle of souls – they cannot be resurrected or dragon like wings, and bestial or beaklike or reincarnated if slain. faces with horns or shocks of carved mane. Vast Metabolism: Gargoyle metabolisms Awakened Gargoyles are too heavy to fly work very quickly. Though omnivorous properly, but are adept at gliding. creatures capable of eating even minerals and stone, Gargoyles prefer meat to any Society other type of food – cooked or uncooked. Awakened Gargoyles are often solitary crea- Gargoyles must consume 1/10th their body tures, unless they form bonds with other weight in sustenance, daily, or they begin humanoids, or manage to find a means to starving. Gargoyles only need to drink half awaken other guardian gargoyles. They are as often as other creatures. obsessed with finding a means to procre- Awakened Gargoyle Other Racial ate and identify themselves as sapient be- Traits ings, like other species, but acutely aware of how unlike them they are. Most gargoyle Stony Slumber: An Awakened Gargoyle wings will cluster around the eldest, or the holds itself so still that it appears to be a gargoyle who awakened them. Awakened statue while it sleeps. A gargoyle that enters gargoyles are frequently territorial, a rem- Stony Slumber can take 20 on Stealth checks nant of their specific-purpose origins. to hide in plain sight as a stone statue while sleeping. A gargoyle must fall asleep natu- Relations rally to use this ability – magical sleep or Awakened gargoyles are often mistrustful sleep-inducing toxins or diseases prevent the of other races, assuming they seek to en- gargoyle from striking an effective enough slave, subvert, or harm them. This semi- pose to pass as a statue. Once asleep in this xenophobic attitude often works against manner, the gargoyle will always sleep for them, since members of other races often eight hours, unless physically awakened or assume that Awakened Gargoyles are mon- attacked. sters, who should be attacked or destroyed. Prehensile Tail: Awakened Gargoyles have Occasionally, these differences can be over- a long, flexible tail that can be used to come, particularly if the social grouping of carry objects. They cannot wield weapons gargoyles has a wise or experienced leader, in which case a clan of gargoyles can make a with their tails, but they can retrieve small, steadfast and incredibly powerful ally. stowed objects carried on their persons as a swift action. Bêtes – Awakened Gargoyles are very un- comfortable about the implications of the Physical Description Bêtes. The idea that something could come to sentience, then revert to a more animal- Awakened Gargoyles are nearly indistin- istic nature is highly disconcerting to crea- guishable from their monstrous cousins. tures who just gained sapience themselves. They are carved from stone, and have dis- Bêtes sense this, and are often skittish

17 around Awakened Gargoyles, particularly young ones. The Five Clans There are five distinct bloodlines or “clans” Crenelet – With their diminutive features of gargoyles, each of which have their and heightened intelligence, awakened own physical traits and features. Unlike Awakened Gargoyles, which are asexu- gargoyles look upon crenelet with fond- al, clan gargoyles have gender and sex, ness, much the way a human might relate and have learned how to procreate, in a to a . Crenelet see awakened gar- method quite dissimilar from most other biological species. Where most biological goyles as dull siblings, who have a chance entities depend on eggs, gargoyles use a at potential, but are more often a target of substance called lifestone, which is formed pranks and ridicule. from the body of one parent, and carved by the other. As a result, over time, specific Dwarves – With their master proclivity pockets of population have come to share traits, in a manner similar to the shared to work stone, Awakened Gargoyles often traits normally observed in biological re- have great respect bordering on reverence production. Some gargoyles continue to awaken from constructs crafted by magic for dwarves. More often than not, howev- users, which does create a continuing pop- er, this feeling is met by a sense of revulsion, ulation of monstrous gargoyles, as well as or outright hostility, if the dwarf believes the generic gargoyles, outlined above. the Awakened Gargoyle to be a monster. Gargoyle societies are often ranked by age first, then number of children. A gargoyle Elves – As a long-lived race, elves respect cannot procreate again until the offspring some of the challenges Awakened Gar- they collaborated in dies or matures. This goyles must face with their nature. Howev- makes them a very slow-growing race, but given their natural semi-immortality, that er, as they are creatures outside the natural is not necessarily a bad thing. order, elves are often highly distrustful of Awakened Gargoyles, viewing them more Nearly all members of the clans live as non-dangerous runaway as op- amongst other members of the same or other clans in small societies called wings. posed to actual living beings. Wings are like large extended families, who contain members of many clans who Feyborn – As creatures born of and ob- gravitate around some sort of central sessed by the natural order, Feyborn view leadership, and often stick to a general ge- ographical location or physical structure. Awakened Gargoyles as aberrations, and Wings tend to ally themselves in larger are immediately distrustful, with a sneering hierarchies tied to a philosophical govern- prejudice bordering on hostility. Awakened ance and higher leadership, known as a tribe. There are four tribes outlined in this gargoyles, on the other hand, are amazed text, but absolutely no reason there could by the natural beauty and pervasive aura of not (or should not) be more. life and rebirth most Feyborn carry about When creating a gargoyle character of a them. clan bloodline, start with the template for an Awakened Gargoyle, then alter per the Gnomes – Gomes tend to be inclined to blocks below. Gargoyles are an advanced try and “help” or “fix” Awakened Gar- race (each clan around 20 points) and goyles. This sentiment is often initially met should be considered +1 character level for parties below 6th level. with matched enthusiasm which gradually evolves into dread.

18 Half-Elves – To Awakened Gargoyles, half- Trumeau Awakened Gargoyles represent elves represent something of a glimpse of both the best and the worst to Trumeau, what might be. The offspring of humans who mirror the sentiments precisely. Awak- and a near-immortal race rarely reciprocate ened Gargoyles see the “human-ness” about this reverence, and are usually indifferent to their cousins, but also the danger in bargain- Awakened Gargoyles, once they have de- ing with extra-planar powers so evident in termined them not to be a threat. their features. Trumeau see Awakened Gar- goyles as creatures who can be taught the – Much like Crenelet, Halflings ways of clan and hierarchy, and be brought see prime targets for pranks and hijinks in into a larger society, but who are prone to most Awakened Gargoyles. However, they make mistakes and lack identity until they can also be protective of the dim-witted or grow. downtrodden, and will usually be quick to see past a gargoyle’s beastly façade. Voussoi – Awakened Gargoyles often make fast friends with the otherwise sullen Vous- Half- – Awakened Gargoyles see half- soi, in part because of their dullard nature, orcs as staunch allies. Often mistaken for in part because next to a Voussoi, an Awak- monsters, and dealing with hostility often, ened Gargoyle looks genteel. Voussoi like- the kinship is often easily distinguished by wise enjoy the company of Awakened Gar- both sides, leading to mutual respect and goyles, who they feel superior to mentally, friendship. instead of just physically, as they do with Humans – Awakened Gargoyles are mysti- most other gargoyles. fied by the curiosity and adventurous spirit of humanity. Humans, on the other hand, Alignment and Religion are wary of anything which is physically im- Awakened Gargoyles are neutral. They mortal, and are apt to share the elven view have no motivations or governing factors of Awakened Gargoyles as “runaway con- beyond those that they make for them- structs”. Unlike the elves, however, humans selves. Between this mental outlook, and are able to change their view much more their innate resistance to divine magic, few easily, if the Awakened Gargoyle is capable find themselves under the sway of divine of proving they are more than just a “smart entities, though some will take on the role ”. of protectors of churches or temples for Lesene – Awakened Gargoyles view their faiths which support the balance of living wingless cousins with not-inconsiderable things, or faiths with clergy willing to help disdain, and more than a little fear. The de- them try and achieve a means of reproduc- cision to forsake the skies, as well as magi- tion. cal protection in exchange for some magical abilities seems like a poor choice to most Adventurers awakened, and most Lesene, already aloof Awakened Gargoyles can be anything, and sulky, are more than happy to let the though it is very difficult for them to be- misunderstanding be. come clerics, paladins, and inquisitors, due to their innate resistance to divine magic.

19 Favored Class Options Monk - At its heart, the monk is a disci- plined and enlightened warrior. Some Alchemist – Awakened gargoyles occasion- awakened gargoyle have mastered these ally dabble in the arts of alchemy. They fre- abilities to devastating effect. Most awak- quently use alchemical bombs to overcome ened gargoyle monks are of the Martial the dense flesh of other gargoyle rivals. Artist, Monk of the Empty Hand, Monk of They are most often of the Beastmorph, the Sacred Mountain and Terra-Cotta Monk Crypt Breaker or Grenadier archetypes. archetypes.  Add +1/2 to the alchemist’s bomb  Add +1/4 damage to unarmed attacks damage. made with the gargoyle’s natural at- tacks. Bard – While also rare, the mournful, mys- terious song of an awakened gargoyle has Ranger – While most awakened gargoyles chilled the bones of many passersby. Awak- are born of urban areas, this makes them ened gargoyles are often of the Arcane Du- no less capable of learning the ways of the elist, Daredevil, Sandman, Soundstriker or world. Often, they are pushed away from Thundercaller archetypes. civilization, and must exist on the fringe,  Add 1/4 to any Bardic Knowledge and the way of the Ranger suits them well. checks. Those who do take up the mantle of the Ranger are often of the Falconer, Skirmisher Fighter – Awakened gargoyles, much like or Urban Ranger archetypes. all gargoyles, make exceptional fighters.  Add a +1/2 bonus on wild empathy They use their natural features to great suc- checks to influence avian animals and cess in combat. Awakened gargoyle fighters magical beasts. are most frequently of the Archer, Brawler, Mobile Fighter, Unarmed Fighter or Un- Rogue – As secretive creatures, the awak- breakable archetypes. ened gargoyle is predisposed towards the  Add +1/4 to CMB for bull rush or way of stealth. They are most often of the overrun maneuvers. Burglar, Chameleon, Roof Runner, Scout and Thug archteypes. Magus – As creatures of magic themselves,  Add +1/2 bonus on Disable Device awakened gargoyles mix their combat checks regarding stone traps and a prowess and magical abilities well, and +1/2 bonus to trap sense regarding make for uncommonly good magi. Awak- stone traps. ened gargoyles are often of the Hexcrafter, Spellblade, Spire Defender and Tovenaar Shadow Assassin – Unknown to most of archetypes. the world is that there exist secretive rook- eries of gargoyle assassins. These killers  Add +1/4 to the magus’s arcane pool. are dangerous in the extreme, able to exist nigh-undetectable in urban settings.  Add +1/6 additional shadow styles.

*The Shadow Assassin can be found in the Adventurer’s Hand- book: Genius Guide Volume 1. © 2010, Super Genius Games.

20 Sorcerer – Awakened gargoyles are crea-  Add +1/2 to the number of uses per tures made purely of stone, and given sen- day of arcane school powers. This tience. The residual magics within them increase only applies to arcane school often come forth as sorcerous bloodlines, powers available at 1st level and nor- mally usable a number of times per usually the Arcane or Stone bloodlines. day equal to 3 + the wizard’s Intel- Awakened gargoyles are most often of the ligence modifier. Seeker archetype.  Select one bloodline power at 1st Names level that is normal/ly usable a num- ber of times per day equal to 3 + Female Names: Chadastsya, Iskast, the sorcerer’s Charisma modifier. The Sondirra, Thiemjasksda sorcerer adds +1/2 to the number of uses per day of that bloodline power. Male Names: Konjakos, Tachmarkarr, Jad- mar, Rhaokjachim Summoner – Awakened gargoyles who choose the path of the Summoner are not Sever, Awakened Gargoyle unheard of. They can be very dangerous Barbarian with flight-giving eidolons and packs of Sever was the longtime guardian of the summoned avian creatures. They are most Oracle Niantalus, whose visions brought all frequently of the Broodmaster and Synthe- manner of adventurers and scoundrels seek- sist archetypes. ing answers. When Niantalus felt age was  Add DR 1/2 magic to the summoner’s beginning to wear too heavily upon him, eidolon. Each additional time the he began a regimen of fasting and drinking summoner selects this benefit, the the milk of the black lily. After nearly ten DR/magic increases by +1/2 (maxi- years of this, Niatalus went into a trance, mum DR 10/magic). ordering Sever to entomb him, and guard his resting place. A century later, Niantalus Witch – Some awakened gargoyles give in emerged a greater mummy, and Sever was to strange elemental energies, or make pacts ordered to continue guarding his master, as with extraplanar forces for the opportunity the undead oracle continued to delve the to glean new powers. Awakened gargoyles mysteries of the future. Centuries passed, are frequently of the Dimensional Occultist and Sever gradually began to awaken from archetype. his construct state – as he did so, he began  Add +1 hp to the witch’s familiar. to experience boredom for the first time. To combat this, the awakened gargoyle Wizard – Despite their fateful origin and would explore the barren mountaintop on dislike of wizards, some awakened gar- which his master’s barrow lay. goyles do take up wizardry. Those that do find the path painful, but the rewards im- measurable. They frequently choose the Arcane Bomber or Primalist archetypes.

21 One day, while he was out exploring, a Will +5 (+2 when enraged) mated pair of fire drakes determined that Defensive Abilities improved uncanny Niantalus’ barrow would make a splendid dodge (lv >=12), trap sense; DR 3/— nest, and thoroughly incinerated the mum- mified oracle in the process of moving in. Offense When returning to the barrow, Sever was Speed 30 ft., climbing (20 feet), gliding repelled by the new occupants, and his ca- wings reer as an itinerant warrior began. Melee +1 Mimetic Falchion +13/+8 (2d4+20/18-20/x2) Sever does not worry about anyone oth- Claw x2 (Claws) +12 x2 (1d4+7/x2) er than himself. He has served for many decades as a mercenary and caravan guard Special Attacks rage (21 rounds/day), out of the port of Freehold Bremen, and his rage powers (increase damage reduction, prowess with the falchion, combined with knockback [1/round], quick reflexes) his great strength has shown him many vic- Tactics tories. Though Sever finds the constant ac- Sever will use his superior strength to try tivity of mercenary work interesting, lately and remove the weapons or armor of any a hollowness within him has been distract- melee combatants, in that order. He relies ing him – he longs to find others of his kind, on his damage resistance, rage, and magic and has heard rumors of great cities and resistance to hold off ranged and magical deep caverns where other gargoyles con- foes until martial ones can be dispatched, gregate. Slow, but not completely foolish, once their equipment is destroyed. he is looking to take on a role as a courier, protector of a courier, or caravan guard Statistics which is heading in the direction of one of Str 24, Dex 15, Con 20, Int 8, Wis 10, these rumored places. Cha 9 Sever’s stat block includes adjustments for Base Atk +8; CMB +15 (+19 Sundering); Rage and Power Attack. CMD 25 (27 vs. Sunder) Sever, the Awakened Gargoyle CR7 Feats Greater Sunder, Improved Sunder, XP 3200 Power Attack -3/+6, Toughness +8 Male Awakened Gargoyle Barbarian 8 Skills Acrobatics +6, Appraise +0, Climb CN Medium Monstrous Humanoid +18, Escape Artist +1, Fly +1, Handle Ani- Init +2; Senses darkvision 60 ft.; Percep- mal +4, Intimidate +3, Knowledge (nature) tion +9 +6, Perception +9, Ride +1, Stealth +1, Sur- vival +9, Swim +10 Defense AC 17, touch 10, flat-footed 15 (+5 armor, Languages Common, Gargoyle +2 Dex, +2 natural, -2 Rage) SQ fast movement +10, mimetic, prehensile hp 113 (8d12+56) tail Fort +12, Ref +5 (+2 bonus vs. traps),

22 Other Gear Masterwork Chain shirt, +1 Quick Reflexes (Ex) While raging, you Mimetic Falchion, Belt of giant strength +2, may make one additional attack of oppor- Cloak of resistance +1, Climber’s kit, 50 GP tunity per round.

Special Abilities Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Climbing (20 feet) You have a Climb speed. Soulless: Awakened Gargoyles are soulless, and not part of the divinely manipulated Damage Reduction (3/-) You have Dam- cycle of souls – they cannot be resurrected age Reduction against all attacks. or reincarnated if slain. Darkvision (60 feet) You can see in the Stony Hide: Gargoyles stony skin makes dark (black and white vision only). them vulnerable to bludgeoning attacks. Fast Movement +10 (Ex) +10 feet to Gargoyles take +1 damage per die dealt of speed, unless heavily loaded. bludgeoning damage. Gliding Wings (Ex) DC 15 Fly check to fall Slumbering Vulnerability: While in their safely from any height. DC 15 to glide later- Stony Slumber form, gargoyles take double ally 5ft per 20 ft fallen. damage from bludgeoning weapons. This weakness stacks with the Stony Hide vul- Greater Sunder When destroying an item, nerability. extra damage is transferred to the wielder. Stony Slumber: An Awakened Gargoyle Improved Sunder You don’t provoke at- holds itself so still that it appears to be a tacks of opportunity when sundering. statue while it sleeps. A gargoyle that enters Improved Uncanny Dodge (Lv >=12) Stony Slumber can take 20 on Stealth checks to hide in plain sight as a stone statue while (Ex) Retain DEX bonus to AC when flat- sleeping. A gargoyle must fall asleep natu- footed. You cannot be flanked unless the at- rally to use this ability – magical sleep or tacker is Level 12+. sleep-inducing toxins or diseases prevent the Knockback (1/round) (Ex) While raging, gargoyle from striking an effective enough can bull rush in place of an att, dealing a pose to pass as a statue. Once asleep in this little dam. manner, the gargoyle will always sleep for eight hours, unless physically awakened or Mimetic Hit foe with elemental resist/imm. attacked. to gain resist 10 for 1 rd (max 30). Trap Sense +2 (Ex) +2 bonus on reflex Power Attack -3/+6 You can subtract saves and AC against traps. from your attack roll to add to your dam- age. Vast Metabolism: Gargoyle metabolisms work very quickly. Though omnivorous Prehensile Tail (Ex) Your tail can retrieve creatures capable of eating even minerals small objects on your person as a swift ac- and stone, Gargoyles prefer meat to any tion. other type of food – cooked or uncooked.

23 Gargoyles must consume 1/10th their body “Slow to anger, but deadly in fury, the weight in sustenance, daily, or they begin Trumeau are often the leaders of gargoyle starving. Gargoyles only need to drink half societies. On a whole, the clan presents an as often as other creatures. acute paradox. They are driven to unite, yet their power and blood is tied to beings of weight in sustenance, daily, or they begin division and strife. They long to find places starving. Gargoyles only need to drink half where they and their kin might shelter and as often as other creatures. prosper, yet their greatest proclivities lie in ADDITIONAL DETAILS destruction and warfare. There is nobility, even in their corruption, and beauty, even When not raging, the barbarian’s statistics in their monstrous characteristics. If not for are AC 19, touch 12, flat-footed 17; hp 97; the all-consuming guilt and grief over Sad- Fort +10, Will+3; no bonus vs. spells and amant’s taint, they would be a formidable spell-like or supernatural abilities; Melee +1 race indeed.” Mimetic Falchion +11/+6 (2d4+17/18-20/ x2) Claw x2 (Claws) +10 x2 (1d4+5/x2), -from the Scrollmind of the Shadewizard Li- including Power Attack. ant

Unless facing a foe with superior armor Introduction class which cannot be sundered, Sever will always power attack. When most adventurers and common folk think of a gargoyle, they think of a stony CLAN TRUMEAU humanoid who most resembles a winged devil. This is very much a byproduct of the fact that many humanoids who come in contact with gargoyles are in fact com- ing into contact with monstrous gargoyles, or generic created gargoyles (above). Many “monstrous” gargoyles are in fact Trumeau (or their progeny) who have been driven mad by infernal meddling into their nature, or created as corrupt facsimiles of Trumeau as a temporary shell for a devil to inhabit as a punishment by a sorcerer, summoner, or wizard. Complicating these misconceptions is the fact that the Trumeau clan is the most popu- lous of any of the existing clans – overall outnumbering the others nearly 10:1, some- times twice that in more secluded environs.

24 Trumeau are very different from the mon- Trumeau Height and Weight strous stereotype, or even the intimidating but gerund creation that is a soulless gar- Gender Base Ht. Ht. Mod. Base Wt. Wt. Mod. goyle. The Trumeau were once very hu- Male 5’8” +2d8” 220 lbs. +2d8 x 5 lbs. man-like. When Orlock crafted Ancetri, the Female 5’6” +2d8” 200 lbs. +2d8 x 5 lbs First of the Trumeau, he did so in his for- mer master’s image, trying to make a part- Trumeau Racial Traits ner who would complement his monstrous Physically Specialized: Trumeau gain +2 Str, elements. Some legends state that Ancetri +2 Con, -2 Wis. Trumeau gargoyles are was female, and that all of the Trumeau are strong and durable like other gargoyles, and descended from the physical union of the due to their fiendish heritage more cunning First and Orlock, which is why they are so and persuasive. numerous. Other legends state that Ance- tri and Orlock were capable of deciphering Flight: Trumeau have a fly speed of 30 feet texts which Orlock alone had never been with clumsy maneuverability. This trait re- able to fathom, and in them, unlocked the places the Gliding Wings and Climb abilities secret of creating birthstone in large quan- of an Awakened Gargoyle. tity. Trumeau Defensive Racial Traits Regardless of the lost legends of the clan’s origins, there is one story which no mem- Infernal Blood: Trumeau have cold resist- ber seems to doubt or question, which is ance 5, and acid resistance 5. This replaces directly tied to both the language of the the Natural Armor bonus and Stony Hide gargoyles, and the physical appearance of traits of an Awakened Gargoyle. the Trumeau. In the times after the First were ejected from the Tower, but before Trumeau Magical Racial Traits they were slain trying to retake it, Ancetri’s first son, whose name is never spoken and Infernal Ancestry: Trumeau sorcerers with whose memory is much maligned, sought the Infernal bloodline treat their Charisma the aid of the Archdevil Sadamant to assist score as 2 points higher for all sorcerer in the assault on Liant’s tower. class abilities. Regardless of character class, Trumeau take +1 damage per die from good Seeing the opportunity to use the soulless or holy sources. This replaces the Prehensile shells of gargoyles as pawns in their infernal Tail trait of the base gargoyle. game, Sadamant and his lesser devils made great promises to the clan, imbuing them with infernal powers, but also forcing them into servitude in exchange for the boons. It is said that the early Trumeau fell prey to Sadamant’s manipulations at the mo- ment of victory – ordered by the arch devil to spare Liant near the moment of victory, when the first son of Ancetri could have easily slain him.

25 Physical Description wings about their backs like cloaks and, with a broad hat and oversized gloves and Like the “stereotypical” gargoyle, these boots, they might pass for a large human winged humanoids are made of rocklike or half-, and can easily pass as a . flesh, with clawed hands and feet. Unlike Because of their sizeable majority in the their monstrous cousins, Trumeau have hu- population, gargoyles who seek adventure, manlike faces adorned with devil-like horns. or those who come in non-combat contact Their coloration ranges from jet black to with intelligent humans and demi humans pinkish-grey. Some are a deep red or blue are usually Trumeau. Trumeau often work – a byproduct of infernal influence on the hard to gain the trust of those around them, bloodline. Though the majority are hairless, and are frequently maligned and mistrusted Trumeau are capable of being created with by others until they have proven themselves hair. Trumeau lack tails, and have limbs pro- different from the “monsters” most people portionate to the rest of their body, in a associate them with. standard humanoid configuration. Awakened Gargoyles – Trumeau see Trumeau are the only clan of gargoyles ca- awakened gargoyles as lost children, who pable of true flight from creation. Their must be brought into the fold, protected, wingspan is usually twice their height, and and raised properly. they can carry up to their medium encum- brance (based on their strength) and still fly Bêtes – Always on the lookout for those normally who can strengthen a rookery, Trumeau of- ten appreciate the company of their bestial Society cousins, though they often make the mis- take of overlooking their intelligence and Trumeau are the most populous of the gar- emotional range, viewing them more as in- goyles, sometimes living in wings which telligent guard dogs. contain no other clans, often the majority within a rookery, and on very rare occa- Crenelet – Trumeau are wary of these cha- sions, they are loners, or the solitary mem- otic pranksters, though inwardly they can ber of a rookery. Regardless of population, be amused and sometimes inspired by their Trumeau are even-headed, and the most jokes and antics. gregarious of the gargoyle clans. They tend Dwarves – Respecting dwarves for their to share what they can with other members craft and long life, Trumeau often try to of their rookery, and tend toward follow- make peace with dwarves, whom they ing the rules of the group, looking out for hold in high esteem, but who rarely return others, and avoiding trouble. the favor. However, dwarves who can see Relations past the end of their beards to note the Trumeau’s dedication to clan and family Trumeau have the most external contact with and who can get past the whole “looks like other races of any other kind of gargoyle, a monster” aspect, often find themselves re- due in part to their ability to masquerade as ciprocating the Trumeau’s respect. one. Trumeau are capable of folding their

26 Elves – Legends of banished cities of devil- Half-Orcs – Trumeau understand the plight blooded elves are amongst the darkest and of half-orcs, and view them as near-breth- most foreboding of elven legends, and the ren, and worthy of protection. Half-orcs Trumeau are walking reminders of the out- often recognize this, and return the respect. come of those dim and dark memories. Humans – Trumeau often interact with hu- Elves abhor and mistrust Trumeau, and no mans – and view their mutability and in- amount of good behavior or dedicated sac- quisitive natures as their greatest strengths, rifice will ever convince an that there is but see the dangers in their shortsightedness not some hidden agenda just out of sight. and destructive - sometimes self-destructive Unfortunately, as the longest lived of all the - behavior. other races outside dragon kind, Trumeau often encounter the same elf more than Lesene – Of all the other gargoyle clans, once in life, if they lair nearby elven settle- Trumeau mistrust Lesene the most. They ments. see the bargain and changes the Lesene made as a might-have-been, and are bitter Feyborn – Like elves, Feyborn mistrust and sometimes jealous that their ancestor Trumeau inherently. However, unlike their was not capable of making a similar ar- stalwart cousins, they understand what it is rangement. to be born of magic, so they can gradually shift their views, so long as the Trumeau is Voussoi – Trumeau view Voussoi in a man- good-hearted. ner similar to a Bêtes, with slightly more respect for the intelligence and potential a Gnomes – Gnomes appreciate Trumeau Voussoi is capable of attaining. for their bearing and dedication to clan, but mistrust their magical resistance, and Alignment and Religion infernal bloodline too much to make easy friends. Trumeau see gnomes as a curiosity, Trumeau are almost always some type of rarely understanding them, and often ig- lawful, obeying authority and hierarchy, noring them as a result. instilled from creation with reverence for historical traditions which govern clan, Half-Elves – Trumeau hold half-elves in rookery, and tribal society. Trumeau gar- much the same light as elves, and are often goyles are distinctly nonreligious, having a delighted that half-elves are usually more clear sense of their non-divine origins, and flexible than their pureblood forbearers in having no place in the cosmology of the di- regards to how they perceive Trumeau. vine beings. Gargoyles can occasionally fall Halflings – Trumeau can be quite wry and under the sway of infernal forces, which is witty, though they often have a stoic bear- where their “monstrous” reputation often ing in their delivery. Halflings love Trumeau stems from, but there are also rumors of as willing straight men in their jokes and Ivorandei, gargoyles who have fallen under songs, and unwilling straight men, if the the sway of celestial powers, instead of in- Trumeau is disinclined to participate. fernal.

27 Adventurers  Add one spell known from the bard spell list. This spell must be at least Most Trumeau adventurers are self-taught, one level below the highest spell though some benefit from the experience of level the bard can cast. elders within a rookery or tribe. For ob- vious reasons, Trumeau gravitate towards Fighter – Trumeau gargoyles, much like all martial classes, but they are eligible for gargoyles, make solid fighters. They use nearly any class, save a god-devoted cleric, their natural features to great success in which they are unable to take without con- combat. With the ability to fly, Trumeau siderable extenuating circumstances. gargoyles often take advantage of that fact in combat. They are most frequently of the Alchemist – Trumeau gargoyles are well- Archer, Crossbowman, Lore Warden, Mo- versed in the alchemical arts. Some rooker- bile Fighter, Polearm Master or Tactician ar- ies hold smoking towers dedicated to this chetypes. craft. They are most often of the Beast- morph, Grenadier, Visionary Researcher or  Add +1/2 to damage dealt on a flying Reanimator archetypes. charge attack.

 Add one extract formulae from the Magus – Some trumeau gargoyles mix alchemist’s list to the character’s for- their combat prowess and magical abilities, mulae book. This formulae must be blending eldritch energy with competence at least one level below the highest formulae level the alchemist can cre- of blade. Trumeau gargoyles are often of ate. the Bladebound, Hexcrafter, Spellblade, Spire Defender and Staff Magus archetypes. Antipaladin – Trumeau gargoyles fre-  Add one of the following weapon quently hold the blood of fiends within special abilities to the list of weapon their stony forms. This corruption mixed special abilities the magus may add with their physical prowess lends itself well to his weapon using his arcane pool: toward the Antipaladin, despite their aver- defending, ghost touch, merciful, sion to divine spellcasting. mighty cleaving, vicious; allying, con- ductive, corrosive, corrosive burst,  Add +1/4 to the Antipaladin’s effec- menacing. Once an ability has been tive level in regards to calculating his selected with this reward, it cannot fiendish boon. be changed.

Bard – Trumeau gargoyles are well-known Rogue – Trumeau gargoyles are already a as lorekeepers. It is getting to their rooker- secretive lot, keeping many schemes and ies and surviving that keeps most from seek- plots. They are most often of the Acrobat, ing their aid. Trumeau gargoyles are often Burglar, Chameleon, Poisoner, Roof Runner, of the Arcane Duelist, Archivist, Magician or Scroll Scoundrel, Sniper and Spy archetypes. Thundercaller archetypes.  Add a +1/4 bonus when making Re- flex saving throws while in flight.

28 Shadow Assassin – Trumeau gargoyles Witch – The Trumeau take no issue with hold many of the mysteries of the shadow bargaining with fiendish lords for power. As assassin. They excel at their dark art, com- such, it is not uncommon to find Trumeau bining fiendish cunning with deadly form. Witches. They are most frequently of the Dimensional Occultist archetype.  Add a +1/2 bonus to attack rolls made to confirm critical hits with  Add one spell from the witch spell dagger shadow weapons. list to the witch’s familiar. This spell must be at least one level below the *The Shadow Assassin can be found in the Adventurer’s Hand- highest spell level she can cast. If book: Genius Guide Volume 1. © 2010, Super Genius Games. the witch ever replaces her familiar, the new familiar knows these bonus Sorcerer – Trumeau gargoyles are crea- spells. tures of living stone, but also mixed with the diabolical blood of the lower planes. Wizard – As keepers of lore and diaboli- The residual magics within them sometimes cal secrets, the Trumeau are no strangers to come forth as sorcerous bloodlines, usually arcane magic. They frequently choose the the Arcane, Infernal or Stone bloodlines. Scroll Scholar or Shadowcaster archetypes. Trumeau gargoyles are most often of Seeker and sometimes False Priest archetypes.  Add one spell from the wizard spell list to the wizard’s spellbook. This  Add one spell known from the sor- spell must be at least one level below cerer spell list. This spell must be at the highest spell level he can cast. least one level below the highest spell level the sorcerer can cast. Names Summoner – Trumeau gargoyles are mas- Female Names: Biva, Eukne, Lgogr, Qitre, ter summoners. Their diabolic blood reach- Vuhoc es out to the lower planes with great ease. They are most frequently of the Evolution- Male Names: Abidruzae, Dasar, Ositlereo, ist, Master Summoner and Synthesist arche- Sepot, Risralenon types. Ixiven, Trumeau Gargoyle  Add +1/2 bonus hp to any fiendish or Sorcerer evil creature summoned. Ixiven is the son of a great leader of the Rat- tlepit Sept, in the ruined city of Ank-Pashar, deep in the Silversand Desert. Marked strongly by his infernal blood with sweep- ing horns and reddish skin, Ixiven found life in the Sept quite unbearable, particularly given his father’s predilection towards ne- gotiaton and non-violent conflict resolu- tion. As soon as Ixiven was able to con- vince some others to form a wing and take

29 flight, he did so, only to face disaster. Not Ixiven, Trumeau Sorcerer CR 6 three weeks out of Ank-Pashar, the neonate wing set up to camp the night over a behir’s XP 2400 lair. In the night, the beast managed to dis- Male Trumeau Gargoyle Sorcerer 7 patch all but Ixiven, who, alone, was at a LN Medium Monstrous Humanoid total loss on how to proceed. Init +6; Senses darkvision 60 ft.; Percep- Flying aimlessly through the desert, the tion +5 gargoyle happened upon a band of adven- Defense turers, and managed to catch the curiosity AC 17, touch 12, flat-footed 15 of their wizard, a tiefling named Vasilios. (+4 armor, +2 Dex, +1 natural) Vasilios initially intended on enslaving and hp 38 (7d6+11) studying Ixiven, instead he found a student of the arcane arts. Though Ixiven’s magi- Fort +5, Ref +6, Will +6; +2 bonus vs. cal proclivities lie in a different direction poison from his master, now long since retired as Resist cold 5, acid 5, fire 5, infernal blooded an adventurer, and settled in the oasis city Offense of Myr, he has doted on Ixiven as a son, Speed 20 ft., flight (30 feet, clumsy) providing him with tutors and instruction Melee Claw x2 (Claws) +5 x2 (1d4+2/x2) where he can. Ranged Masterwork Heavy crossbow +6 Ixiven is his master’s prodigal son, and a (1d10/19-20/x2) well-known protector of the city of Myr. Sorcerer Spells Known (CL 7): When bandits or other dangers of the sands 3 (5/day) Haste, Suggestion (DC 16), Fire- rear their heads against Myr, Ixiven is on ball (DC 17) the front lines, blasting foes with wave after 2 (7/day) Stone Call, False Life, Scorching wave of destructive fire. Recently, a cara- Ray, Glitterdust van was all but destroyed by a creature the lone survivor described in a manner leaving 1 (7/day) Magic Missile, Protection from little doubt that it was a behir. For the first Good, Mage Armor, Ray of Enfeeblement (DC 14), Burning Hands (DC 15), Bungle time in decades, Ixiven is thinking of leav- (DC 14) ing his master and the city, and hunting the danger in the sands, hoping beyond hope it 0 (at will) Ray of Frost, Bleed (DC 13), is the same beast who slew his fellows, that Read Magic, Flare (DC 14), Light, Detect he might finally know revenge. Magic, Dancing Lights Tactics Before Combat Ixiven casts false life and mage armor. During Combat Ixiven casts haste before targeting foes with fireball or scorching ray. Unless facing flying foes, the sorcerer will take to the air and bombard with spells, avoiding melee.

30 Ixiven is slow to anger, but vicious and dan- Darkvision (60 feet) You can see in the gerous when provoked. dark (black and white vision only).

Statistics Eschew Materials Cast spells without ma- terials, if component cost is 1 gp or less. Str 15, Dex 14, Con 12, Int 14, Wis 8, Cha 17 Flight (30 feet, clumsy) Base Atk +3; CMB +5; CMD 17 Infernal Bloodline: +2 DC on Charm Feats Craft Construct, Craft Magic Arms & spells. Armor, Craft Wondrous Item, Eschew Ma- terials, Improved Initiative, Spell Focus (Ev- Infernal Blood: Trumeau have cold resist- ocation) ance 5, and acid resistance 5. Skills Acrobatics +2 (-2 jump), Craft Prehensile Tail (Ex) Your tail can retrieve (stonemasonry) +8, Diplomacy +8, Intimi- small objects on your person as a swift ac- date +7, Knowledge (arcana) +10, Knowl- tion. edge (history) +6, Perception +5, Spellcraft +11, Use Magic Device +8 Spell Focus (Evocation) Spells from one Languages Common, Draconic, Gargoyle, school of magic have +1 to their save DC. Infernal Spell Resistance: Gargoyles possess spell SQ bloodline (infernal), corrupting touch resistance equal to 5 plus their class levels. (3 rds) (6/day), prehensile tail Against magic from divine sources, double Combat Gear Potion of cure moderate the effectiveness of this resistance. Gar- wounds, Wand of burning hands goyles cannot drop magic resistance against Other Gear Crossbow bolts (10), Master- any clerical magic which is disrupted by spell work Heavy crossbow, Amulet of natural resistance, even beneficial magic, though armor +1, Cloak of resistance +2, 2225 GP they can choose to do so for arcane spells. The gargoyle must bypass its own spell re- Special Abilities sistance to use divine magic items, or cast divine spells. Agelessness: Gargoyles are immortal inso- far as they never die of old age, though they Soulless: Awakened Gargoyles are soulless, can be slain as any other creature by magic, and not part of the divinely manipulated disease, poison, or physical damage. Gar- cycle of souls – they cannot be resurrected goyles do not lose physical statistic points as or reincarnated if slain. a result of aging. Instead, for every century they endure, they gain either an additional Vast Metabolism: Gargoyle metabolisms racial trait, or a +2 to Intelligence, Wisdom work very quickly. Though omnivorous or Charisma. creatures capable of eating even minerals and stone, Gargoyles prefer meat to any Corrupting Touch (3 rds) (6/day) (Sp) Me- other type of food – cooked or uncooked. lee touch attack leaves target shaken and ra- Gargoyles must consume 1/10th their body diating evil for 3 rounds. weight in sustenance, daily, or they begin starving. Gargoyles only need to drink half as often as other creatures

31 CLAN VOUSSOI The big one was stunned for a minute. The Inquisitor tries the same trick again, and nothing happens. That big one let out a howl that was half fury, and half sorrow – the only thing I’ve ever heard like it was out of mothers at funerals. It whips up its huge wings and charges the Inquisitor - breaks his horse’s neck with one punch. When the horse went over, the Inquisitor got trapped underneath it, so it was me, Len and Gravis facing off against this monster. I’d say we didn’t last three heartbeats. By the time I re- gained my senses, Len and Gravis was dead, and the Inquisitor was hollering for me to get over to him to get his horse off of him. I could barely hear him over the deafening sobs from the big one, trying to pick up all the pieces of that little green one as he held what he collected in his other huge hand.”

-from journal of Rojo Beridger, Brother-Ini- tiate of the Soulless Heresy

Introduction “Now, I hate gargoyles as much as the next Voussoi are huge and broad in height and faithful, but I am starting to wonder if they stature, with sweeping flared wings, and are all as evil as the redes say they are. Yes- cruelly chiseled features. They are incred- terday, the Inquisitor took two other initi- ibly strong and large, and dwarf any other ates and me to follow up on a report from of the clans in weight and brutality. De- a woodsman. After a few hours, we come spite their physical prowess, Voussoi tend across an odd pair, roaming aimlessly down to be very dim-witted and clumsy-tongued. the logging road. One was small and green- Though they can be insightful at times, Vous- ish, the other looked like someone slapped soi tend to solve their problems with roars a pair of wings on a crossbreed between an and claws, rather than words and manners. ogre and a warthog. The little one chirped out something about welcomes and being Bok, the First of the Voussoi, was apparent- lost, and hops up on the big one’s shoulder ly even more sizeable than the Voussoi alive like some sorta mutant ape. Well, the In- today. According to one legend, Bok was a quisitor doesn’t say anything, and pulls on great mother, whose children were charged his holy symbol and points it at the little with guarding every doorway and entrance green one, and I’ll be dammed if it didn’t to the Tower. In another, Bok was made shatter like a piece of cheap crockery. greater in size by Orlock to confront a drag-

32 on hired by Liant to try and steal from the Voussoi Offensive Racial Traits library of the Tower – she was allowed to keep her stature as a reward for her victory, Slapping Tail: Voussoi tails are longer and and some of her essence has passed down more powerful than smaller gargoyles. They to those who share some of her stone. can use them to make attacks of opportuni- ty with a reach of 5 feet. The tail is a natural Voussoi Height and Weight attack that deals 1d10 points of damage plus 1-1/2 times the Voussoi’s Strength modifier.

Gender Base Ht. Ht. Mod. Base Wt. Wt. Mod. If a Voussoi gains reach with natural attacks, Male 7’8” +2d8” 550 lbs. + 5d10 lbs. so does this attack. This replaces the Natu- Female 7’6” +2d6” 520 lbs. +5d8 lbs. ral Armor and Stony Hide racial traits of an Awakened Gargoyle. Voussoi Standard Racial Traits Voussoi Weakness Racial Traits Strength Paragon: Voussoi are incredibly strong, but slow in mind and reflexes. They Bottomless Stomach: Voussoi need to con- gain +4 Strength, -2 to Dexterity and -4 to sume 1/4 their body weight in food daily. intelligence Physical Description Size, Large: Voussoi gargoyles gain a +2 size bonus to Strength and a –2 size pen- Voussoi have ogrish faces, often with beaks, alty to Dexterity. Large races take a –1 size tusked jaws, snouts, or wicked curved fangs penalty to their AC, a –1 size penalty on jutting past thick lips. Unlike their less ugly attack rolls, a +1 bonus on combat maneu- cousins, Voussoi often have skins patterned ver checks and to their CMD, and a –4 size with scales, warts, and sometimes spikes. penalty on Stealth checks. A Large creature Their coloration is dark, mottled, and stone takes up a space that is 10 feet by 10 feet like, but Voussoi have a love of pigments and has a reach of 5 feet. and paints, which they use to decorate their bodies in garish patterns. In groups where Base Speed: Voussoi have a base speed of more than one Voussoi is present, they will 30 feet. often use the blood of victims slain in com- Vestigial Wings: Voussoi are too big and bat, instead of paint. Voussoi have very heavy to glide, much less properly fly. Their large ears, which they decorate with jew- wings do not provide the lift required for elry when they are humanoid, and paint actual flight, but do have enough power to when they are more beastlike. Voussoi tails aid flight attained by some other method, are thicker than most gargoyle tails, and and grant a +4 racial bonus on Fly checks. end in a bony spade. Replaces the Gliding Wings trait of an Voussoi wings are usually bat like and small, Awakened Gargoyle. protruding from their shoulder blades in a nearly comical manner, far too small to pro- vide lift to their huge blocky bodies.

33 Society plicitly, either because of their childlike gul- libility, or because they most resemble them Voussoi are frequently the and physically. enforcers of a rookery of gargoyles. Vous- soi are almost never leaders, and rarely Crenelet – When being friendly, Voussoi voice much in political disputes. They tend see Crenelet as little creatures who might to follow orders, so long as they like or re- need to be protected or defended. When spect the person giving them. Crenelet are being pranksters or know-it- alls, Voussoi will tend to look at them as Voussoi eat a tremendous amount, in part pests they wished they were quick enough out of a need to fuel their bulk, but in part to swat. because they are gluttonous by nature. Voussoi have nearly bottomless stomachs, Dwarves – Dwarves frequently mistake and because of this, are rarely found in Voussoi as some sort of giant, whom they numbers – the lack of forage from such a hate universally, and Voussoi tend to not long-term solution would inevitably cause like being hit with weapons. If the two can problems. be prevented from killing each other, they will find much common ground in the love Relations of battle, meat, and mead. Voussoi are certainly monstrous, but they Elves – Elves see Voussoi as a dangerous by- are very keen on drawing a distinction be- product of uncontrolled magic. They will tween themselves and their “monster” cous- frequently try to fetter Voussoi, both to ins. They are usually amiable, in a gullible weaken nearby gargoyle communities, and way, and can sometimes be misdirected by to “improve” the plight of the poor dumb people with bad intentions. In gargoyle so- beasts. Voussoi do not like being called ciety, they are a force to be reckoned with, poor dumb beasts, and they like even less second only to Bêtes when it comes to the being enslaved for their own protection. security and physical manifestation of au- Feyborn – Despite the prejudices between thority of a rookery. the Feyborn and gargoyles in general, most Awakened Gargoyles – Though often re- children of the dream respect the guiless- pelled by the more monstrous aspects of a ness of Voussoi, and the way they follow Voussoi, Awakened Gargoyles often appre- orders from individuals they trust. Voussoi ciate the plight of their giant brethren, who like bright shiny things, and lights, which are sometimes even duller than they are, most Feyborn can produce with both amaz- but more advanced in other ways. Voussoi ing alacrity and volume around a Voussoi. are usually indifferent towards Awakened Gnomes – Gomes are often intimidated by Gargoyles. Voussoi, to the point where they will con- Bêtes – Voussoi love Bêtes, if only because sider them a threat if provoked in any way. they seem more sophisticated and intelli- Voussoi usually don’t see gnomes until after gent at a glance, which is rarely true in the they have stepped on them. full analysis. Bêtes tend to trust Voussoi im-

34 Half-Elves – Voussoi view half elves based Trumeau – Members of the “leading” clan on their actions as individuals, rather than view it as their duty and honor to defend any sort of preconceived notion of racial and illuminate their giant dullard brethren. stereotype. Most half-elves believe Voussoi Voussoi tend to like Trumeau dedication to to be monstrous and disdainful, but admire their cause, so long as it is accompanied by their tenacity and honesty, if they survive lots of food and drink. getting to know them. Alignment and Religion Halflings – Soft-hearted halflings can do no better than to befriend and stand up for a Voussoi are generally neutral good - soft dullard Voussoi, and often a Voussoi is more hearted and simple natured, until provoked than happy to befriend a diminutive guard- or cajoled into violence. Voussoi have a ian who can shore up their weaknesses ver- hard enough time understanding the com- bally and socially. In the case where a non- plexities of social interactions with sapient soft-hearted Halfling mistakes a Voussoi for beings around them, much less the ethos a monster, most Voussoi focus on trying to and teaching of invisible people and their determine the most aerodynamic way to clergy. launch Halflings the furthest for maximum damage. Adventurers Half-Orcs – Voussoi and Half-Orcs have Voussoi are, literally, built to be bruisers. mutual respect for each other’s cosmetic Barbarian, Warrior, and Fighter are where they most obviously gravitate, though elder distinctions and bestial natures. Conversa- Voussoi have been known to multiclass in tion is usually brief, and friendships are of- Monk or Ranger, with the addition of cen- ten determined through physical contests, turies of Wisdom. but overall, the two are the most compat- ible pairing between gargoyle and demi hu- Alchemist – Rare is the vossoui Alchemist, man possible. but a small few do exist. These crazed gar- goyles drink magical elixirs to transform Humans – Voussoi treat Humans in much themselves into even greater hulking beasts. the same way as Half-Elves. Being shorter They are most often of the Beastmorph, In- lived, and more given to short-term gains, ternal Alchemist or Ragechemist archetypes. Humans are often duplicitous with Voussoi, using them in schemes and manipulations  Add +1/4 alchemical bonus to which take maximum advantage of the Strength when using a mutagen. Voussoi’s strength and lack of intelligence. Barbarian – Voussoi can frequently be Lesene – Voussoi and Lesene have a com- found on the fringe of societies, and their plete lack of understanding of each other, wild tempers are legend. It is not surpris- and tend to avoid each other, unless one ing that many of this clan give in to their decides to make fun of the other, at which rage and become Barbarians. Awakened point they will usually beat each other gargoyles are often of the Breaker, Brutal senseless, particularly if wings were men- Pugilist, Hurler, Invulnerable Rager or Titan tioned in the jibe. Mauler archetypes.

35  Add +1/2 on critical hit confirmation  Add +1/4 evolution point to the rolls for attacks made with unarmed eidolon’s evolution pool. strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus. Names Female Names: Aldm, Clat, Lyel, Oesty, Fighter – Voussoi, of all gargoyle types, are Zhear the most suited to be Fighters. Their sheer size and strength preclude most other occu- Male Names: Bauld, Emosy, Sooz, Taim, pations. Voussoi gargoyle fighters are most Undt frequently of the Brawler, Mobile Fighter, Thunderstriker, Two Handed Fighter, Un- Griga, Voussoi Gargoyle armed Fighter and Unbreakable archetypes. Gunslinger  Add +1 to the fighter’s CMD when Griga is an ancient Voussoi, and a deadly resisting a combat maneuver of the foe to any who would cross her master character’s choice. and savior, the dwarven diviner Horbra- din Vol. Griga is ancient, even by gargoyle Monk - The Voussoi were created as mon- standards, spending centuries in stasis after strously powerful warriors, gifted with nat- falling to an imprisonment spell, fighting ural weapons, and as such make excellent against an underlich of the Shadewizard Li- Monks. Most awakened gargoyle monks are of the Martial Artist, Monk of the Emp- ant. Since her awakening, Horbradin has ty Hand, Monk of the Sacred Mountain, put her in contact with alchemists and tink- Tetori and Terra-Cotta Monk archetypes. ers in his community who have augmented Griga’s formidable physical threat. She has  Add +1/5 effective monk levels when taken it upon herself to defend the dwarves determining unarmed damage. of the Bloodstone Kiln, a society of esoter- ics, alchemists and tinkers seeking to unlock Ranger – Voussoi are more commonly base the mysteries of the artifact, and the society warriors than Rangers, but it is not unheard which once used it. off. Those who do take up the mantle of the Ranger are often of the Falconer, Skir- Though Griga remembers very little from misher or Urban Ranger archetypes. before her imprisonment, she does recall  Add +1/6 additional combat style feats. vividly that she was the last of the members of her wing to fall to the underlich, who Summoner – Surprisingly, there are a num- had fooled them all into thinking he was a ber of voussoi Summoners. While they do simple human wizard before turning on all not connect terribly well with their other of them. As much as Griga is beholden to gargoyle peers, they form unexpectedly Horbradin for saving her, she seethes with deep bonds with their spirit eidolons. Some a desire to destroy the underlich, though voussoi gargoyles are of the Evolutionist she cannot recall any details of his name, or Summoner archetype, but the vast majority whereabouts. are Synthesists.

36 Griga, the Thundering Terror CR 7 Languages Common, Gargoyle SQ deed: covering shot, deed: dead shot, XP 3600 deed: deadeye, deed: gunslinger initiative, Female Voussoi Gargoyle Gunslinger 8 deed: gunslinger’s dodge (+2 ac), deed: CG Large Monstrous Humanoid pistol-whip, deed: quick clear, deed: star- Init +4; Senses darkvision 60 ft.; Percep- tling shot, deed: targeting, deed: utility tion +10 shot, grit, gun training +2 (warhammer musket), prehensile tail, thundering (dc 14) Defense Other Gear +1 Mithral Agile half-plate, +1 AC 22, touch 11, flat-footed 20 (+9 armor, Thundering Warhammer musket, Belt of +2 Dex, -1 size, +2 natural) incredible dexterity +4, Cloak of resistance hp 52 (8d10) +1, 297 GP Fort +7, Ref +9, Will +4 Special Abilities Offense Bottomless Stomach: Voussoi need to con- sume 1/4 their body weight in food daily. Speed 20 ft., climbing (20 feet) Melee +1 Thundering Warhammer musket Climbing (20 feet) You have a Climb speed. +13/+8 (1d8+6/x3) Darkvision (60 feet) You can see in the or dark (black and white vision only). Claw x2 (Claws) +12 x2 (1d6+5/x2) Deed: Covering Shot (Ex) Use 1 grit, en- Ranged +1 Thundering Warhammer mus- tangle missed foe for 1 round. ket +9/+4 (2d6+3/x4+3d8 sonic + deaf- ened) Deed: Dead Shot (Ex) Use 1 grit, all att Space 10 ft.; Reach 5 ft. rolls vs 1 foe, hit if any of them do, higher Special Attacks slapping tail (1d10+7) dam with more hits. Deed: Deadeye (Ex) Use 1 grit per extra Statistics range increment to make a touch attack be- Str 20, Dex 14, Con 11, Int 8, Wis 13, yond the first. Cha 11 Base Atk +8; CMB +14; CMD 26 Deed: Gunslinger Initiative (Ex) While you have Grit remaining, you can use a free Feats Armor Proficiency (Heavy), Armor hand to draw a non-hidden firearm as part Proficiency (Medium), Extra Grit, Gun- of the initiative check. smithing, Intimidating Prowess, Opening Volley, Quick Draw Deed: Gunslinger’s Dodge (+2 AC) (Ex) Traits Bully, Killer Use 1 grit, immediately move 5 ft/drop Skills Acrobatics +5 (+1 jump), Bluff +7, prone to gain 1x/2x bonus to AC vs ranged Climb +16, Craft (firearms) +6, Escape Art- attack. ist -2, Fly -2, Handle Animal +4, Heal +5, Deed: Pistol-Whip (Ex) Use 1 grit, melee Intimidate +11, Knowledge (dungeoneer- attack with firearm gains enh. bonus and ing) +1, Perception +10, Ride -2, Sense Mo- free CMB check to knock prone. tive +3, Sleight of Hand +3, Stealth -6, Sur- vival +5, Swim +1; Racial Modifiers +4 Fly

37 Deed: Quick Clear (Ex) While you have Slumbering Vulnerability: While in their grit remaining, you may remove the effects Stony Slumber form, gargoyles take double of a misfire. Use 1 grit to do this as move damage from bludgeoning weapons. This action. weakness stacks with the Stony Hide vul- nerability. Deed: Startling Shot (Ex) While you have Grit remaining, you may use a standard ac- Spell Resistance: Gargoyles possess spell tion to make an attack that makes your op- resistance equal to 5 plus their class levels. ponent flat-footed until your next turn but Against magic from divine sources, double no dam. the effectiveness of this resistance. Gar- goyles cannot drop magic resistance against Deed: Targeting (Ex) Use 1 grit, full rd ac- any clerical magic which is disrupted by spell tion to choose body part to hit for specific resistance, even beneficial magic, though effects. they can choose to do so for arcane spells. Deed: Utility Shot While you have grit re- The gargoyle must bypass its own spell re- maining, you gain a variety of useful tricks sistance to use divine magic items, or cast with a firearm. divine spells. Grit (Ex) Gain a pool of points that are Soulless: Gargoyles are soulless, and not spent to fuel deeds, regained on firearm part of the divinely manipulated cycle of crit/killing blow. souls – they cannot be resurrected or rein- carnated if slain. Gun Training +2 (Warhammer musket) (Ex) On a misfire with chosen firearm type, Stony Slumber: An Awakened Gargoyle misfire values only increase by 2 (instead of holds itself so still that it appears to be a 4). statue while it sleeps. A gargoyle that enters Stony Slumber can take 20 on Stealth checks Gunsmithing You can use a gunsmithing kit to hide in plain sight as a stone statue while to craft/repair firearms and ammo. sleeping. A gargoyle must fall asleep natu- Killer Add weapon’s critical modifier to its rally to use this ability – magical sleep or critical bonus damage. sleep-inducing toxins or diseases prevent the gargoyle from striking an effective enough Opening Volley Successful ranged attack pose to pass as a statue. Once asleep in this grants +4 on next melee attack roll manner, the gargoyle will always sleep for eight hours, unless physically awakened or Prehensile Tail (Ex) Your tail can retrieve attacked. small objects on your person as a swift ac- tion. Thundering (DC 14) On a critical hit, foe is permanently deafened (Fort neg). Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full Vestigial Wings: Voussoi are too big and rate of attacks. heavy to glide, much less properly fly. Their wings do not provide the lift required for Slapping Tail (1d10+7) (Ex) Can make at- actual flight, but do have enough power to tacks of opportunity with tail, dealing listed aid flight attained by some other method, damage. and grant a +4 racial bonus on Fly checks.

38 CLAN CRENELET -excerpt from “The Rambles of Roweena NineNinefingers;f A Bard Amongst Buildingtops”

IntroductionIntro WhereWher Voussoi are the giants of the gar- goylegoyle clans, Crenelet are the most dimin- utive.utive They are the survivors, and the stealthystealt – the smart, and the opportunistic. WhereWher any other gargoyle might wade into thethe frfray to test claw against foe, a Crenelet willwill h hang back from the fracas, and only divedive in for a well-executed blind strike or flankingflanki maneuver, then duck back out to thethe shshadows. The FFirst of the Crenelet was named Gynix, and legendsl do not speak of Gynix in any gendergende – male or female. In one tale, Gynix is a beautifulb yet petite creature – a care- fullyfully wrought familiar of Orlock’s, whom he eventuallyev gave life and independence – thought the great gargoyle supplement- “A“A curious aberrance in the Crenelet,Crenelet, ed Gynix with brains and speed in the peperhapsrhaps because of their stature, is that stead of brawn and durability. In an- their wings do not extend from the shoulder othero tale, Gynix was one of the few blades, as they do with all other gargoyles, survivors on the first assault to retake the but rather from beneath their arms, like tower from Liant. Gynix escaped to carry some species of flying lizard. If into this form word of their failure, then slunk back into you pour the intelligence and craftiness of the tower in an attempt to assassinate the gnomes with the agility and coordination of Wizard, leaving lifestone in the hands of halflings, you get something which approxi- those to whom it delivered the message. mates the rudiments of the average Crenelet. However, to this formula you would have Regardless of the truth of their origins, the to blend in the prankster nature of the most characteristics of the members of the Cren- malicious sprite, the proclivity for artifice elet bloodline are easily distinguishable and alchemy seen only in the most learned visually, so long as the Crenelet allows the of dwarves, and the endless exuberance of observer a clear glimpse of its features and a four year old child before you really got intent before swooping down from the close to the whole picture. Crenelet are the shadows. blessing and bane of gargoyle communities – they ensure that the local population is al- ways on their toes, but sometimes they do so by setting them on fire.”

39 Crenelet Height and Weight Physical Description

Gender Base Ht. Ht. Mod. Base Wt. Wt. Mod. Crenelet seem like a hybrid between an Male 2’6” +2d4” 50 lbs. + 2d10 lbs. Awakened Gargoyle and a Halfling. Unlike Female 2’8” +2d4” 60 lbs. +2d12 lbs. their awakened brethren, Crenelet do not sport wings from their back or shoulders, Crenelet Standard Racial Traits but rather have a thin membrane which ex- Crenelet are incredibly fast, and smart, but tends from their wrists to the edge of their tend to be brash and a bit more fragile than ribs. This membrane provides them with any other kind of gargoyle. Crenelet get the equivalent of gliding wings, but allows +4 to Dexterity and Intelligence, and -2 to them to pass as many forms of diminutive Strength, Constitution and Wisdom. humanoid while on the ground without ad- ditional clothing alterations (so long as they Size: Crenelet are Small creatures and gain are wearing a cloak or robe and a hat). a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB Crenelet tend to be brownish or greenish, and CMD, and a +4 size bonus on Stealth and are nearly always hairless. They have checks. goblin like facial features, with overlarge eyes, and finlike ears which extend from Base Speed: Crenelet have a base speed of their jawbones and flair out toward the 20 feet. backs of their skulls. Crenelet tend to be on the wiry side, lacking the bulk and brawn of Crenelet lose the Climb and Wing Attack any of their cousins, but make up for that abilities of an Awakened Gargoyle. In ex- with their excellent speed and wit. change, they gain the abilities below: Craftsman: Crenelet get a +2 bonus on Society Craft checks related to crafting metal or Crenelet are pranksters at their core. They stone. are usually smarter and quicker than any Stealthy: Crenelet get a +2 bonus on other members of a wing or rookery, and Stealth checks and stealth is always consid- use these abilities to wreak nonlethal havoc ered a class skill. for their own amusement. Crenelet’s natu- ral proclivities toward tinkering and arcane Crenelet Defensive Racial Traits magic actually make them formidable op- ponents, despite their diminutive frame, Cat’s Luck: Once per day when a Crenelet and they often serve as advisors or archi- makes a Reflex saving throw, it can roll the tects to the leaders of rookeries and clans. saving throw twice and take the better re- sult. It must decide to use this ability before Relations the saving throw is attempted. Crenelet are very insular, viewing Gargoyles on a whole as a superior race to any other humanoid, and tending to view other hu- manoids with even more disdain than they

40 do some of their more dull and burly cous- about such opinions. As a result, few elves ins. Crenelet are not cruel – merely capri- tolerate the jibes or company of a Crenelet cious – this prejudice can be overcome, and for very long. when it is, Crenelet are inseparable allies Feyborn – Crenelet often ally with Fey- (though still frequently insufferable prank- born, on the basis of their trickster natures, sters, punsters, and jokesters). Crenelet though they are also very competitive with are the least populous of all the Gargoyle the natives of the Dreamwild. This can bloodlines. sometimes escalate into wars of pranks and Awakened Gargoyles – Crenelet often misdirection which can become lethal to look upon their “newborn” cousins with subjects of those episodes. a mix of disdain and delight – disdain be- Gnomes – With their love of illusion and cause they are so close to the roots Crenelet mechanical things, many Crenelet have a feel themselves so far removed from, but reserved and unspoken respect for Gomes, delight because Awakened Gargoyles are which is frequently expressed by complex often prone to all manner of pranks and jokes and pranks. These signs of grudging misdirection. respect are almost universally misinterpret- Bêtes – Bêtes and Crenelet make fast friends. ed, leaving a wide array of cultural disdain The two complement each other well, and for Crenelet by Gnomes (to say nothing of Crenelet often serve as translators or rep- the goblin like features of the most diminu- resentatives from the frequently non-vocal tive of Gargoyles) Bêtes, while the Bêtes serve as bodyguards Half-Elves – Crenelet rarely distinguish and defenders for the weaker Crenelet. Half-Elves from Humans in their pranks. If Coming between a Bêtes and Crenelet who accused of cultural insensitivity for this atti- have formed a kinship is less wise than com- tude, Crenelet will often respond to a half- ing between a mother bear and her cubs. elf with an attitude normally reserved for Dwarves – Crenelet respect dwarven Elves. workmanship, and their ability to craft met- Halflings – Of all the races, Crenelet are the al and stone. Of all the humanoid races, most likely to see eye-to-eye with Halflings Dwarves have the greatest chance of prov- (literally). However, the mischievous flip ing themselves to Crenelet through skill in nature of Crenelet is enough to drive even craft alone, though most Dwarves do not a Halfling to frustrated oaths. Amongst suffer the pranks and antics of Crenelet long Crenelet, this process is known as “bowling enough before attacking them out of frus- for Halflings”, whereby the Crenelet perpe- tration for this to occur. trates ten pranks against the Halfling in the Elves – Crenelet see Elves as a pompous hope of getting them to explode in a fury. and overly insular group. They find elves’ If a Halfling manages to survive the ten proclivity to ignore stonework and com- pranks and not lose their temper, they are plex mechanics as backwards and overly revered by Crenelet as the “pink, fur-footed conservative, and are frequently vocal gods” of humanoids. This rarely happens.

41 Half-Orcs – Half-Orcs often view Crenelet so they are frequently ignored, except for with suspicion, which will often rapidly give when a Crenelet has raised the ire of several way to verbal or physical hostility when members of the local community, at which they inevitably become the target of Cren- point Voussoi friendship is usually sought elet pranks. Crenelet are wary of Half-Orc after with an undeterred fervor. fury, but that just makes them all the more cunning and cautious when proving their Alignment and Religion superiority in mental and physical hijinks. Crenelet are frequently Chaotic Good or Humans – Crenelet admire the ephem- Chaotic Neutral. Chaos and misdirection eral freedom of human souls, but are fast fuel their being, though Crenelet are rarely outspoken about the frequently shortsight- mean spirited or intentionally harmful in ed goals and obsessions of most humans. their pranks, unless they have suffered ex- The regular criticisms rarely lead to strong treme loss or harm. friendships, aside from those humans who Crenelet view religion as the ultimate prank seek kinship via trying to outprank the di- – the idea that a bunch of powerful things minutive Crenelet ruining their lives. Hu- got a bunch of less powerful things to fol- mans, generally speaking, are the only race low certain rules and strictures with no clear reckless enough to ouprank a Crenelet. purpose or meaning generally in this life. Lesene – The serious and somber Lesene With this mindset, Crenelet frequently tar- rarely tolerate being the target of the play- get members of a faith or clergy, pointing ful antics of Crenelet, which often drives a this out in endlessly frustrating or “sacrile- Crenelet all the more to try and win over gious” situations. the friendship and admiration of their wing- less kin. This cycle rarely plays out well. Adventurers Trumeau – Though they usually respect Crenelet have natural inclinations as Rogues the intelligence and alacrity of their smaller and Alchemists, though some succumb to cousins, they must often work hard at re- their tinkering nature and become crafting directing their prankster natures at threats Wizards or Gunslingers, optimizing their (real or imaginary) facing a rookery. Some- ability to remain hidden and strike from times, however, Trumeau will strive to tem- afar to devastating effect. per Crenelet natures by “teaching them a Alchemist - Crenelet gargoyles have an in- lesson” – this will often cause the Crenelet nate curiosity in nearly all things. As such, to step back for a month or two, then de- they find alchemy a very attractive path. cide that the “lesson” was actually the first Crenelet alchemists are most often of the salvo in a very complex prank war. Beastmorph, Chirurgeon or Grenadier ar- Voussoi – In groups of Gargoyles where chetypes. Bêtes are not available for bonding, Cren-  Add +1/2 to the number of bombs elet see a Voussoi as the next best thing. per day the alchemist can create. Voussoi are often too slow (in all senses) to get the punch line of most Crenelet antics,

42 Bard – The crenelet gargoyles are both in- Rogue – Capable of great cunning and out- credibly intelligent and dexterous. This par- standing reflexes, the Crenelet are born to ticular skillset lends itself well to the ways of be rogues. Give their small stature, their the bard. Crenelet bards are most often of stealth capabilities are nearly unmatched. the Animal Speaker, Daredevil or Magician They are most frequently of the Roofrun- archetypes. ner, Scout or Spy archetypes.  Add a +1/2 bonus on Bluff checks to  The human gains +1/6 of a new lie and a +1/2 bonus on Diplomacy rogue talent. checks to gather information. Sorcerer – Born of an earthen bond, all Fighter – While the crenelet are not overly gargoyles have the makings of powerful strong, they are fast. They tend to focus on sorcerers. They are most frequently of the ranged or highly mobile combat methods. Seeker archetype. They are most often of the Archer, Buck-  Add +1/2 to earth spell damage. ler Duelist, Crossbowman, Lore Warden or Mobile Fighter archetypes. Summoner – Given their small stature, the  +1 on movement in light or medium Crenelet must often turn to other allies to armor. aid them in combat. Those that can sum- mon allies find themselves at a great ad- Magus – With their incredible intellects, vantage. They are most frequently of the the Crenelet are very capable magi. They Broodmaster, Evolutionist or Master Sum- blend their quickness and skill at arms with moner archetypes. magic, creating a very dangerous combina- tion. They are most frequently of the Myr-  Add +1 hit point to the summoner’s eidolon. midarch or Spellbound archetypes.  Select one known magus arcana us- Wizard – The minds of the Crenelet are able only once per day. The magus very deep, and their ability to unravel com- adds +1/6 to the number of times plex theories makes them excellent wizards. it can be used per day. Once that They are most frequently of the Scrollmas- magus arcana is usable twice per day, the magus must select a different ma- ter or Scroll Scholar archetypes. gus arcana.  Add +1/2 to the number of uses per day of arcane school powers. This Ranger – Small, stealthy and highly mobile, increase only applies to arcane school the Crenelet make fair rangers. They often powers available at 1st level and nor- take advantage of the more stealthy roles of mally usable a number of times per the ranger. They are most frequently of the day equal to 3 + the wizard’s Intel- ligence modifier. Battle Scout or Urban Ranger archetypes.  Add +1 skill rank to the ranger’s animal companion. If the half-elf ever replaces his companion, the new com- panion gains these bonus skill ranks.

43 Names Echo the Crenelet Bard CR 7

Female Names: Abet, Hide, Prance, Slink, XP 3600 Waylay Male Crenelet Gargoyle Bard (Prankster) 8 Male Names: Chuckle, Laugh, Natter, N Small Monstrous Humanoid Smirk, Whisper Init +5; Senses darkvision 60 ft.; Percep- tion +9 Echo, the Crenelet Bard Defense Echo is currently between gargoyle soci- AC 21, touch 16, flat-footed 16 (+2 armor, eties, having so infuriated the last one he +5 Dex, +1 size, +3 natural) was a part of that he was forced to leave. Fortunately for him, and unfortunately for hp 43 (8d8+4) any of the travelers along the twelve-league Fort +4, Ref +11, Will +5; +4 vs. bardic twist, a particularly windy switchback climb- performance, sonic, and language-depend- ing through a verdantly forested mountain ant effects range, he has found sufficient entertain- Defensive Abilities cat’s luck (1/day) ment to stave off his loneliness by acting as a roadside tormenter. Offense Speed 20 ft. Echo will torment any travelers he thinks he can take advantage of. His favorite tactic Melee (M) +1 Shortsword +11/+6 is to make himself look like a Voussoi using (1d6+1/19-20/x2) or his fearsome duplicate, and try to intimi- Claw x2 (Claws) +7 x2 (1d3/x2) date would-be travelers into paying a toll Ranged Frostbite sling (3/day) +13/+8 while he remains hidden. Echo will often (1d3+1+1d6 cold/x2) steal tolls and tributes, then dispel the im- Special Attacks bardic performance age, leaving bewildered travelers unsure of (move action) (21 rounds/day), bard- what happened, only to play out the pro- ic performance: countersong, bardic per- cess again the next day. formance: dirge of doom, bardic perfor- Echo is motivated by a desire to cause mis- mance: distraction, bardic performance: chief, driven by his need to distract him- inspire competence +3, bardic perfor- self from his own loneliness. Though he mance: inspire courage +2, bardic perfor- longs for friendship or companionship, he mance: mock (3 creatures) (dc 17), bardic does not know how to interact with others performance: punchline, swap without tormenting, mocking, or belittling Bard (Prankster) Spells Known (CL 8): them, which makes him very hard to like, 3 (3/day) Glibness, Fearsome Duplicate much less befriend. (DC 16), Mad Monkeys 2 (5/day) Tongues, Suggestion (DC 15), In- visibility, Cacophonous Call (DC 15) 1 (5/day) Animate Rope, Confusion, Lesser (DC 14), Ventriloquism (DC 14), Cure Light

44 Wounds, Adjuring Step Languages Common, Draconic, Gargoyle, 0 (at will) Read Magic, Flare (DC 13), Goblin, Infernal, Sylvan, Terran Daze (DC 13), Ghost Sound (DC 13), Detect SQ bardic knowledge, prehensile tail, ver- Magic, Mending satile performance abilities (comedy, sing- ing), well versed Tactics Combat Gear Potion of barkskin +2, Po- Echo will never favor a straightforward or tion of cure moderate wounds, Potion of frontal confrontation. He will use his sling fly, Potion of reduce person, Tanglefoot to fatigue foes, then spend all night keeping bag (2) them up, so that they become exhausted. He will wear down spellcasters, preventing Other Gear +1 Shortsword, Frostbite sling their ability to regain spells, and is relent- (3/day), Sling bullets (20), Amulet of natu- less in his pernicious behavior once he has ral armor +1, Bracers of armor +2, Ever- marked a foe for torture. Nonlethal traps burning torch, 1280 GP and pranks will always be set up, and if a Special Abilities physical altercation is forced, Echo will use Agelessness: Gargoyles are immortal inso- bardic performance to confound spellcast- far as they never die of old age, though they ers, and try to maintain range to use his can be slain as any other creature by magic, sling to best effect. Echo will always turn in- disease, poison, or physical damage. Gar- visible and retreat the moment things seem goyles do not lose physical statistic points as to be going against him. a result of aging. Instead, for every century they endure, they gain either an additional Statistics racial trait or a +2 to Intelligence, Wisdom Str 10, Dex 20, Con 11, Int 16, Wis 8, or Charisma. Cha 17 Base Atk +6; CMB +5; CMD 20 Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks. Feats Brew Potion, Craft Wondrous Item, Great Fortitude, Weapon Finesse Bardic Performance (move action) (21 Traits Fast-Talker, Magical Knack (Bard rounds/day) Your performances can create [Prankster]) magical effects. Skills Acrobatics +11 (+7 jump), Appraise Bardic Performance: Countersong (Su) +8, Bluff +13, Climb +6, Diplomacy +8, Counter magical effects that depend on Fly +8, Intimidate +10, Knowledge (ar- sound. cana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +14, Knowledge Bardic Performance: Dirge of Doom (nature) +12, Knowledge (planes) +12, (Su) Enemies within 30’ are shaken. Knowledge (religion) +12, Linguistics +8, Bardic Performance: Distraction (Su) Perception +9, Perform (comedy) +10, Per- Counter magical effects that depend on form (sing) +12, Sense Motive +12, Sleight sight. of Hand +16, Spellcraft +13, Stealth +20, Use Magic Device +12; Racial Modifiers Bardic Performance: Inspire Compe- craftsman tence +3 (Su) +3 competence bonus for one ally on a skill check.

45 Bardic Performance: Inspire Courage Soulless: Gargoyles are soulless, and not +2 (Su) Morale bonus on some saving part of the divinely manipulated cycle of throws, attack and damage rolls. souls – they cannot be resurrected or rein- carnated if slain. Bardic Performance: Mock (3 creatures) (DC 17) (Su) Target has -2 to attack and skill Stony Slumber: An Awakened Gargoyle checks until it attacks you. holds itself so still that it appears to be a statue while it sleeps. A gargoyle that enters Bardic Performance: Punchline (Sp) Tar- Stony Slumber can take 20 on Stealth checks get mocked creature is affected by hideous to hide in plain sight as a stone statue while laughter. sleeping. A gargoyle must fall asleep natu- Cat’s Luck (1/day) (Ex) Roll a reflex save rally to use this ability – magical sleep or twice and take the better result. sleep-inducing toxins or diseases prevent the gargoyle from striking an effective enough Craftsman (Ex) +2 on Craft/Profession pose to pass as a statue. Once asleep in this checks related to metal/stone. manner, the gargoyle will always sleep for Darkvision (60 feet) You can see in the eight hours, unless physically awakened or dark (black and white vision only). attacked. Magical Knack (Bard [Prankster]) +2 CL Swap (Ex) Swap one item you have for for a specific class, to a max of your HD. something the target has. Prehensile Tail (Ex) Your tail can retrieve Vast Metabolism: Gargoyle metabolisms small objects on your person as a swift ac- work very quickly. Though omnivorous tion. creatures capable of eating even minerals and stone, Gargoyles prefer meat to any Slumbering Vulnerability: While in their other type of food – cooked or uncooked. Stony Slumber form, gargoyles take double Gargoyles must consume 1/10th their body damage from bludgeoning weapons. This weight in sustenance, daily, or they begin weakness stacks with the Stony Hide vul- starving. Gargoyles only need to drink half nerability. as often as other creatures. Spell Resistance: Gargoyles possess spell Versatile Performance (Comedy) +10 resistance equal to 5 plus their class levels. (Ex) You may substitute the final value of Against magic from divine sources, double your Perform: Comedy skill for Bluff or In- the effectiveness of this resistance. Gar- timidate checks goyles cannot drop magic resistance against any clerical magic which is disrupted by spell Versatile Performance (Singing) +12 resistance, even beneficial magic, though (Ex) You may substitute the final value of they can choose to do so for arcane spells. your Perform: Sing skill for Bluff or Sense The gargoyle must bypass its own spell re- Motive checks sistance to use divine magic items, or cast Well Versed (Ex) +4 save vs. bardic per- divine spells. formance, sonic, and language-dependent effects.

46 CLAN LESENE Introduction While no member of the Gargoyle blood- line is particularly beautiful, by the stand- ards of the core group of demi humans and humans which frequently dominate civilized populations, Lesene are, in some ways, the most like the non-gargoyle races, but in others, vastly different. According to legend, clan Lesene was the only clan whose “First” was actually a triad. Triplets born of Orlock’s experimentation, each carried aspects of the draconic creatures the great gargoyle modeled his children af- ter. In one legend of the clan’s origins, an unforeseen consequence of Orlock’s experi- ments on the Lesene Triad was that Our- ban, Skytch, and Byarr gained the powers of the dragons they were modeled after at “If the failure of the Trumeau to bargain the cost of their wings and their protection well with Sadamant was the biggest failure from divine machinations. In another, the of gargoyles, then it was the bargains struck triad trade their ability to glide through the between the Lesene and dragonkind which skies and exclusion from their schemes to were the greatest success. The Lesene traded the great draconic gods, who promised to their wings and a not-inconsiderable por- raise them above all other races, but who, tion of their innate resistances for some of in fact, were afraid of their long-lived chil- the powers of the dragon’s breath, in addi- tion to an enhanced capacity to bring forth dren falling prey to the immortal gargoyles. that power. Additionally, their frames and features have shifted, giving them a decid- Lesene Height and Weight edly more draconic sensibility. Gender Base Ht. Ht. Mod. Base Wt. Wt. Mod. Male 5’2” +2d4” 220 lbs. + 5d10 lbs. Some might see this trade as inequitable, any Female 5’0” +2d4” 210 lbs. +5d10 lbs. Lesene will point out with a sagacious gleam in its eyes that while there are many ways Lesene Standard Racial Traits one can attain the power of flight without wings, aside from some very specific spells Witty and Wise: Lesene are personable or alchemical formulae, dragonbreath is a and reflective, but shortsighted, and lack power few not directly related or beholden the incredible strength of their winged cous- to the great scaled beasts have at their ready ins. Lesene get +2 to Charisma and Wis- disposal.” dom, and -2 to Strength. Size: Lesene are Medium creatures. -from the Scrollmind of the Shadewizard Liant

47 Base Speed: Lesene have a base speed of Lesene Weakness Racial Traits 30 feet. Elemental Vulnerability: Whatever op- Additional Subtype: Lesene gain the Drag- posing element is tied to the element select- on type, in addition to any other types or ed as a breath weapon (ice or fire, electrici- subtypes. ty or acid) becomes a weakness. Lesene gain vulnerability to the chosen energy type, Lesene Offensive Racial Traits which causes them to take 50% more dam- age from sources that deal damage of that Breath Weapon (Powerful, Increased type. Lesene cannot possess any racial trait Damage): Choose one of the following that grants them resistance or immunity to energy types: acid, cold, electricity, or fire. this energy type. Then pick either a 15-foot cone or a 20- foot line. Once per day, as a standard ac- Physical Description tion, Lesene can make a supernatural breath weapon attack that deals 2d6 points of the Lesene are extremely long and slender, damage type chosen in the area chosen. wingless, and sport an astonishing array All creatures within the affected area must of draconic physical characteristics. While make a Reflex saving throw to avoid tak- the non-facial characteristics of these dra- ing damage. The save DC against this breath conic visual cues vary from group-to-group, weapon is 10 + 1/2 the user’s character level Lesene have a universally-defined draconic + the user’s Constitution modifier. Those facial structure, and often additionally have who succeed at the save take half damage either scaly skin, or dragon like claws on from the attack. their hands and feet. This ability replaces the Prehensile Tail and Lesene are universally wingless, and vary Gliding Wings of an Awakened Gargoyle. in orelike coloration of many of the metal- lic substances related to metallic dragons. Lesene Magical Racial Traits Some sport gem-studded hides, and a rare few seem to be carved of marble, predomi- Spell-Like Ability, Lesser: Choose a 2nd- nantly colored in the hues of the chromat- level or lower spell that does not attack a ics. creature or deal damage. Members of this race can use this spell as a spell-like ability Regardless of coloration, Lesene have an once per day. The caster level of the spell is astonishing array of variety in their manes equal to the user’s character level. (those that possess them), finlike crests, scale-carved skins, elegant tails, and clawlike This ability replaces the Awakened Gar- digits. Lesene have elongated necks, arms, goyle’s spell resistance. and legs, with smallish trunks, which makes it difficult for them to pass themselves off easily as other types of humanoids without magic or significant costume or disguise.

48 Society Awakened Gargoyles – Lesene view the genderless enlightened constructs much the Of all the gargoyles, Lesene are the only same way most races view eunuchs – with a ones who mate for life. A Lesene who lacks mix of pity, disdain, and distrust. An Awak- a partner or family is generally a morose ened’s lack of clan makes them suspect loner plagued by an obsessive desire to at- members of a wing or rookery. tain them. Lesene who have suffered the loss of spouse and offspring are often incon- Bêtes – As the frequently least understood solable in their grief, though some replace of all of the clans, Lesene feel a kinship with their all-consuming family drive with some Bêtes, though the kinship usually ends at the other motivator. Lesene who cannot make boundaries of mutual respect. this transition often succumb to mental in- Crenelet – Lesene often disdain the antics stability or the manifestation of suicidal and attitudes of Crenelet, though occasion- recklessness in seeking revenge. ally this trend will reverse if the Lesene is the Paired Lesene have much to defend and will beneficiary of the frequently-sticky claws of be steadfast in their defense of a rookery or a Crenelet. In such pairings, a gradual low- gathering of gargoyles, regardless of make- ering of guard and mutual trust can develop up, particularly if they have children in the which can lead to fierce friendships. mix. Lone Lesene are far more mercurial, Dwarves – Lesene find kinship in dwarves’ and prone to either reckless behavior in try- love of gemstones and precious metals, but ing to impress a mate or mopey solitude societally often find themselves in direct mourning the loss of one. conflict for those rare resources. In situa- In addition to the physical and supernatural tions where this is not an issue, the two are draconic traits Lesene display, they have an remarkably similar in outlook and family- incredible love of treasure, particularly jew- based motivations, but pitted against each elry and coin. One needs not look far to other, they are violent foes. determine where this predilection’s origins Elves – Lesene respect Elves for their aloof lie. nature amongst the shorter-lived demi hu- Relations man races, but the sentiment is rarely re- turned. Far too many centuries of animosity Lesene look to their own, and generally lie between elves and dragons for a Lesene’s hold gargoyle kind above the needs and looks and impulses not to sour the opinion perspectives of most standard demi hu- of most elves. mans. They will, on occasion, forge alli- Feyborn – Much the same way most Fey ances with other draconic or reptilian races, creatures distrust or disdain Dragons, and but such alliances are often born of a sense vice versa, most Lesene hold a passive-ag- of kinship which rarely lasts in the eyes of gressive hostility towards Feyborn, who are the immortal gargoyles. frequently the first to target Lesene with pranks and antics.

49 Gnomes – Lesene tend to try to ignore stantly balance between their insular na- Gnomes, who frequently have a wide va- tures, and the needs of the larger gargoyle riety of options and opinions as to how to community they are a part of. best get Lesene airborne, despite their sig- Voussoi – Lesene and Voussoi fundamen- nificant handicap. tally do not understand each other in moti- Half-Elves – The conflict inherent in being vation or governing ethos. In circumstances a half-elf resonates with Lesene, who are far where the two are competing for similar more likely to trust them than the skeptical rewards with differing methodologies to at- elves, or the impetuous humans. Despite tain them, the rivalry can be violent, if not that, half-elves are often torn between their deadly. However, in situations where their elf-born inclinations to distrust Lesene, and goals align, with mutual exclusivity on re- a kinship with their semi-pariah wingless ward, there are few more deadly teams of status amongst gargoyle society. gargoyles to face. Halflings – Much like Crenelet, Halflings Alignment and Religion see prime targets for pranks and hijinks in most Awakened Gargoyles. However, they Lesene are always lawful, though the axi- omatic portion of their alignment var- can also be protective of the dim-witted or ies based on their ancestor. It is not clear downtrodden, and will usually be quick to which of the triad is tied to which draconic see past a gargoyle’s beastly façade. traits, but the fact remains that amongst gar- Half-Orcs – Oddly, despite vast cultural goyles, Lesene represent the widest range of gulfs, Half-Orcs and Lesene are the most alignment-based variation, so long as they likely Gargoyle-Demi Human pairing to adhere to the edicts of their nature and forge a lasting friendship. This is in part emotions. tied to the monstrous/pariah attitudes most Of all the gargoyles, Lesene are the only face regularly, but also because both have a ones who find any solace in callings of a keen understanding of each other’s loyalty spiritual nature, particularly after having to kith and kin, as well as tremendous tem- lost a spouse and offspring. While most do pers. not gravitate towards roles of faith, prefer- ring to maintain martial or magical prowess Humans – Lesene frequently view Humans which best allows them to defend their kith with a mix of fear and distrust, given their and kin, some seek out the gods from their impulsiveness, short-sightedness, and prom- birth, hoping to add light to the gloomy iscuity. Humans often return this disdain history of the clan’s origins. with a sense of wry sarcasm, quick to point out the similarities between the wingless Adventurers gargoyles and the race they so abhor. Due to their draconic bloodline, most Trumeau – Lesene are often captains and Lesene gravitate towards sorcerous careers, confidants of Trumeau, who they view as though some are known to find niche roles the highest “caste” of gargoyle bloodlines. within the faiths of gods who align with Trumeau respect Lesene, and have to con- their axiomatic bent.

50 Alchemist – the lesene are deep thinkers, Magus – Lesene gargoyles blend the blood and naturally drawn to alchemy. They are of dragons with the fortitude of dragon- said to have experimented with the blood kind, and as such are not uncommonly of true dragons and unlocked the secrets of magi. They are often of the Spellblade or their blood. They are most often of the Tovenaar archetypes. Beastmorph or Ragechemist archetypes.  Add +1/4 to the magus’s arcane pool.  Add +1/2 to the alchemist’s bomb damage. Monk - A deep and contemplative blood- line gifted with dragonlike powers, the Bard – The lesene are great keepers of lore. lesene make excellent monks. Most are They also frequently befriend dragonkind of the Martial Artist, Monk of the Empty to trade secrets. With their dragon-like Hand, Monk of the Sacred Mountain and presence, the lesene make excellent Bards. Terra-Cotta Monk archetypes. Awakened gargoyles are often of the Magi- cian or Demagogue archetypes.  Add +1/4 damage to unarmed attacks made with the gargoyle’s natural at-  Add +1/6 to the number of people tacks. the bard can affect with the fascinate bardic performance. Oracle – Gifted with deep insight and wis- dom, the lesene make excellent Oracles. Cleric - The lesene are very wise, and one They are frequently of the Enlightened Phi- of the few types of gargoyle that are ca- losopher or Seer archetypes. pable of becoming clerics. They tend to worship divine concepts rather than actual  Add +1/2 to the oracle’s level for the deities however. Most lesene gargoyles are purpose of determining the effects of one revelation. frequently of the Cloistered Cleric or Theo- logian archetypes. Rogue – With an incredible guile, the lesene  Add a +1 bonus on caster level checks can sometimes be found as rogues. They to overcome the spell resistance of are most often of the Chameleon, Roof creatures with the draconic or earth Runner or Scout archetypes. subtype.  Add +1/2 bonus on Disable Device Cavalier – Surprisingly, some lesene are checks regarding stone traps and a drawn towards the pursuits of the cavalier. +1/2 bonus to trap sense regarding stone traps. While they are not overly strong, some do carry the noble bloodlines of metallic drag- Sorcerer – Having been born of draconic ons within them. Lesene are frequently of bloodlines already, the lesene make out- the Emissary or Honor Guard archetypes. standing sorcerers. The residual magics  Add +1/4 to the cavalier’s banner within them often come forth as sorcerous bonus. bloodlines, usually the Arcane or Draconic bloodlines. Lesene gargoyles are most of- ten of the Seeker archetype.

51  Select one bloodline power at 1st Eventually, an order of paladins caught level that is normally usable a num- wind of the “foul beasts” terrorizing the ber of times per day equal to 3 + fringes of the swamp. They set out to de- the sorcerer’s Charisma modifier. The stroy the creatures utterly, and succeeded sorcerer adds +1/2 to the number of brilliantly, except for Moko, who was out uses per day of that bloodline power. collecting tribute from the lizardfolk in the deep swamp. Moko returned to her wing Wizard – Innately, the lesene are magical to find them all dead. creatures, with a great legacy. While not as intelligent as some of the other bloodlines, Moko’s sanity fled. Her oracular bent they often fraternize with dragonkind and turned dark, and she made bargains with are granted secrets unknown to most other dark powers who sent Phlegm to act as her wizards. Lesene are often of the Arcane familiar. The compsagnathus led her to the Bomber or Primalist archetypes. crypt of a necromancer, deep within the ruins of a lost city in the swamp. There,  Add +1/6 of a bonus item creation or she found the wand she carries to this day, metamagic feat. which she has used to animate her once- wingmembers as well as any goblins, lizard- Names folk, or adventurers who have run afoul of her hut since. Female Names: Bartells, Myalt, Oons, Tz- ima Moko makes potions and unguents for the local tribe, but has long since given up hunt- Male Names: Bradyl, Pwort, Quartch, ing. She longs for vengeance against the Wodkar paladins who slew her wing, but she cannot bear to leave her swampy hut, and fears dy- Moko, Gargoyle Oracle/Witch ing the way her spouse and offspring did. Moko is an oracular witch, known as “The Moko the Lesene Crone Crone” to those who live nearby the Fen of the Fivefold Maw. While there are many Female Lesene Gargoyle Oracle 4 Witch 4 conflicting rumors on her origins, powers, CE Medium Monstrous Humanoid and motivations, the reality is grim, and Init +7; Senses darkvision 60 ft.; Percep- more than a little tragic. tion +7 Moko was once known as “Mokolianth”, Defense a Lesene gargoyle who led a large wing to AC 19, touch 11, flat-footed 18 (+4 armor settle in the swamps. In exchange for a por- [Armor of Bones], +1 Dex, +4 natural) tion of the local lizardfolk’s regular hunts of giant frogs and crocodiles, they kept the hp 70 (4d8+4d6+32) area free of stirges, goblins, and adventur- Fort +7, Ref +4, Will +11 ers, who were the main threats to the liz- Defensive Abilities revelations (armor of ardfolk population. bones +4 [4 hours/day], undead servitude [dc 13]) Weakness oracle’s curses (haunted), vul- nerability to cold

52 Offense Moko will never put herself or Phlegm at true risk, and will flee invisibly if faced by Speed 30 ft., climbing (20 feet) an overwhelming force, leaving everything Melee Claw x2 (Claws) +4 x2 (1d4-1/x2) except her wand, if needs be. Spell-Like Abilities[Empower Spell-Like Ability] (Alter Self) (1/day) Statistics Oracle Spells Known (CL 4): Str 8, Dex 12, Con 18, Int 18, Wis 14, 2 (4/day) False Life, Inflict Moderate Cha 13 Wounds (DC 13), Minor Image (DC 13), Base Atk +5; CMB +4; CMD 15 Levitate, Sentry Skull Feats Brew Potion, Command Undead (6/ 1 (7/day) Murderous Command (DC 12), day) (DC 13), Craft Wondrous Item, Em- Inflict Light Wounds (DC 12), Cause Fear power Spell-Like Ability (Spell-Like Ability, (DC 12), Infernal Healing, Decompose Lesser) (1/day), Extra Channel, Theurgy Corpse (DC 12) Traits Dangerously Curious, Reactionary 0 (at will) Guidance, Bleed (DC 11), Mage Skills Appraise +5, Disable Device +7, Hand, Light, Ghost Sound (DC 11), Create Climb +7, Craft (alchemy) +7, Handle Ani- Water, Detect Magic, Spark (DC 11) mal +2, Heal +6, Intimidate +9, Knowl- Witch Spells Prepared (CL 4): edge (arcana) +10, Knowledge (history) 2 (3/day) Burning Gaze, False Life, Haunt- +10, Knowledge (nature) +10, Knowledge ing Mists (DC 15) (planes) +10, Knowledge (religion) +10, 1 (4/day) Dancing Lantern, Unseen Servant, Linguistics +4, Perception +7, Sense Mo- Burning Hands (DC 14), Mud Ball (DC 14) tive +8, Spellcraft +12, Stealth +10, Use 0 (at will) Arcane Mark, Touch of Fatigue Magic Device +11 (DC 13), Daze (DC 13), Message Languages Abyssal, Common, Draconic, Elven, Gargoyle, Infernal Tactics SQ +4 to initiative checks, breath weap- Moko is a dangerous and incredibly para- on (1/day) (dc 14), deliver touch spells noid opponent, whose limited direct of- through familiar, empathic link with famil- fensive capability is reinforced by her guile, iar, hexes (blight [dc 15], cauldron, wa- traps, and large numbers of undead. The ter lung), mysteries (bones), patron spells path to her hut is riddled with pit traps, poi- (vengeance), prehensile tail, share spells son dart traps, deadfalls, and snares. The with familiar areas off the trapped path are littered with Combat Gear Oil of invisibility, Potion of undead (Moko has 20-odd skeletons and 7 Bear’s Endurance x2, Potion of False Life, gargoyle zombies at her disposal), which she uses to herd trespassers into her traps, and Wand of Create Undead (CL 8) [23 charg- has Phlegm deal inflict spells on, once they es] are in the trap. Moko will immediately ani- Other Gear Amulet of natural armor +2, mate any foes she or her forces slay, turning Cloak of resistance +1, 4997 GP them against their allies, if they have any.

53 Special Abilities Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift ac- +4 to Initiative checks You gain the Alert- tion. ness feat while your familiar is within arm’s reach. Share Spells with Familiar Can cast spells with a target of “You” on the familiar with Armor of Bones +4 (4 hours/day) (Ex) +4 AC. a range of touch. Blight (DC 15) (Su) Curse animals, plants, Slumbering Vulnerability: While in their or land, causing it to wither and die. Stony Slumber form, gargoyles take double Breath Weapon (Powerful, Increased damage from bludgeoning weapons. This Damage): Once per day, as a standard ac- weakness stacks with the Stony Hide vul- tion, Moko can make a supernatural breath nerability. weapon attack that deals 2d6 points of fire Spell-Like Ability, Lesser: Choose a 2nd- damage type in a 20’ line. All creatures level or lower spell that does not attack a within the affected area must make a Reflex creature or deal damage. Members of this saving throw to avoid taking damage. The race can use this spell as a spell-like ability save DC against this breath weapon is 10 once per day. The caster level of the spell is + 1/2 the user’s character level + the user’s equal to the user’s character level. Constitution modifier (DC 14). Soulless: Gargoyles are soulless, and not Climbing (20 feet) You have a Climb part of the divinely manipulated cycle of speed. souls – they cannot be resurrected or rein- Command Undead (6/day) (DC 13) carnated if slain. Channel energy can take control of undead. Stony Hide: Gargoyles stony skin makes Darkvision (60 feet) You can see in the them vulnerable to bludgeoning attacks. dark (black and white vision only). Gargoyles take +1 damage per die dealt of bludgeoning damage. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells Stony Slumber: An Awakened Gargoyle for you. holds itself so still that it appears to be a statue while it sleeps. A gargoyle that enters Empathic Link with Familiar (Su) You Stony Slumber can take 20 on Stealth checks have an empathic link with your Arcane Fa- to hide in plain sight as a stone statue while miliar. sleeping. A gargoyle must fall asleep natu- Empower Spell-Like Ability (Spell-Like rally to use this ability – magical sleep or Ability, Lesser) (1/day) Numeric effects of a sleep-inducing toxins or diseases prevent the spell-like ability are increased 50% up to 3/ gargoyle from striking an effective enough day pose to pass as a statue. Once asleep in this manner, the gargoyle will always sleep for Haunted Retrieving stored gear is a Stand- eight hours, unless physically awakened or ard action or worse, dropped items land 10’ attacked. away.

54 Theurgy Augment arcane spells with divine +0, Fly +6, Handle Animal -2, Heal +1, energy and divine spells with arcane energy Intimidate +2, Linguistics -1, Perception +6, Sense Motive +1, Spellcraft +4, Stealth Vulnerability to Cold You are vulnerable +19, Swim +10, Use Magic Device +3 (+50% damage) to Cold damage. SQ hunting [trick], improved evasion Water Lung (Su) An air-breathing target Other Gear Amulet of natural armor +2 can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch Special Abilities uses this hex on herself, she can maintain Hunting [Trick] The animal has been it while she sleeps, allowing her to safely trained for hunting. sleep underwater. Improved Evasion (Ex) No damage on Phlegm [Moko’s Familiar] successful reflex save; half on failed save. Dinosaur, Compsognathus Low-Light Vision See twice as far as a hu- N Tiny Magical Beast ((animal)) man in low light, distinguishing color and Init +6; Senses low-light vision, scent; Per- detail. ception +6 Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; Defense effect 1d2 Str; cure 1 save. AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 natural) Scent (Ex) Detect opponents within 15+ hp 35 (1d8+2) feet by sense of smell. Fort +4, Ref +4, Will +8 Swimming (20 feet) You have a Swim speed. Offense Speed 40 ft., swimming (20 feet) Melee Bite +6 (1d3-1/x2) Space 2.5 ft.; Reach 0 ft. Special Attacks poison (DC 12)

Statistics Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5 Base Atk +5; CMB +5; CMD 14 Feats Improved Initiative Tricks Attack [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Seek [Trick], Track [Trick] Skills Acrobatics +2 (+6 jump), Appraise

55 CLAN BÊTES to exterminate the Bêtes, yet it seems that they remain in the area around Gateway in lalargerge numnumbers. Could it be they have some rregenerativeegenera abilities beyond the ken of eevenven oour most wizened scholars? It seems iincomprehensible,nco yet I must remem- bberer to follow up on this possibility the nnextext time we manage to take one for cconversion.”onversio

-from ththe secret dairy of Mother Superior ElizElizaa ooff tthe Alabaster Crusade

IntroductionIntrodu LegendsLegends among the other clans tell of the First of theth Bêtes being the first crafted gar- goylegoyle bbyy the other Firsts – a creature with thethe meldingm of the features of the other fourf clans. Though this rumor is unverifiable, it seems likely, given the fact that each clan has their own special version of the story. In call cases, the legends corroborate sev- “While the success in our ability to convert eral facts: gargoyles into effective guardians of the gate has progressed with promising alac- Bêtes were not given wings or speech due rity, we continue to fail repeatedly in our to the difficulty of creating these elements. attempts to subsume the Bêtes. There is a Bêtes are the most steadfast of all the Clans, debate on right now between our arcanists and each wing, rookery, or society will and the holy fathers as to whether the is- have at least one among them, to guard the sue lies in their unmoving stubbornness - a members while they sleep. trait attributed to their beastlike features and quadruped form - or if it lies in their Because all Bêtes are gifted with remnants perceived intelligence, emotionally articu- of the lifestone of the other four firsts, they late facial expressions, and their capacity to are the closest to true immortals amongst comprehend speech without possessing the any type of gargoyle. ability to speak. The first of the Bêtes was female, and her name was Tzira. She fell in defending the I posit privately that the issue has nothing children of the other Firsts from Liant’s to do with either of these things. All of our counterattacks after the attempts by the repeated failures have ended with us having Firsts to rescue Orlock.

56 Bêtes Height and Weight Quadruped: Bêtes have four legs, and no arms. They lack thumbs, and cannot wield Gender Base Ht. Ht. Mod. Base Wt. Wt. Mod. weapons, but they get a +10 bonus to their Male 3’8” +2d6” 550 lbs. + 5d8 lbs. speed (included above), and a +4 racial bo- Female 3’10” +2d6” 5500 lbs. +5d10 lbs. nus to CMD against trip attempts. Bêtes Standard Racial Traits Fleet-Footed: Bêtes receive Run as a bo- nus feat and a +2 racial bonus on initiative Physically Specialized: Bêtes gain a +2 to checks. all physical abilities, and a -2 to Charisma, due to their appearance and inability to Bêtes Offensive Racial Traits speak. Relentless: Bêtes gain a +2 bonus on com- Size: Bêtes are medium creatures. bat maneuver checks made to bull rush or Type: Bêtes are magical beasts, instead of overrun an opponent. monstrous humanoids. Frenzy: Once per day, whenever a Bêtes Fast Base Speed, Sprinter, and Relentless takes damage, it flies into a frenzy for replace the Gliding Wings, Slumbering Vul- one minute, gaining a +2 racial bonus to nerability, and Stony Slumber traits of an Strength and Constitution, but a -2 penalty Awakened Gargoyle. to AC. Quadruped and Speechless replace the Augmented Bite: in addition to claw at- Stony Hide and Soulless weaknesses of the tacks, Bêtes gain a bite attack as a primary Awakened Gargoyle template. natural attack, which deals damage equiva- lent to that of a creature one size category Fast Base Speed: Bêtes have a base speed larger than it is (1d6 for small, 1d8 for me- of 50 feet. This includes the bonus from dium, 2d6 for large) them being a Quadruped. Bêtes Defensive Racial Traits Bêtes and Magic Item Slots Augmented Natural Armor: Bêtes have Bêtes lack hand slots, as well as the abil- thick hides, which provide them with a +3 ity to manipulate many items as most natural AC bonus, as opposed to the +2 of character races with hands can. The most awakened gargoyles. best way to deal with this is to create variant magic item versions of the vari- Bêtes Special Racial Traits ous boots, shoes, and slippers that can be worn by this race. If a player is up Speechless: Bêtes are incapable of form- to the challenge of playing a Bêtes, and ing true speech. Their formidable fangs particularly if they do it well, opportu- and sculpted mouths lack the proper con- nities for “non-standard” slotted or ac- figuration to form distinct sentences. They tivated magic items to be acquired or found should definitely be part of the are not truly voiceless, capable of issuing adventure rewards. grunts, growls, and whines similar to a bear or dog. Most Bêtes learn how to imitate a

57 number of words equal to their Intelligence Society score, in the language of gargoyles. Particu- larly intelligent Bêtes can take ranks in per- Bêtes were created by the other Firsts to form or linguistics to communicate through protect the groups of gargoyles which were pantomime or add another series of words sure to come, if the retaking of the Tower equal to their intelligence modifier. failed. As it happens, the First Bêtes pro- tected the remnants of the offspring of the This trait prevents Bêtes from using magic First for some time. In that time, when the items with activation words, and casting first rookeries were being established, the spells with verbal components. offspring of Tzira took on the same oath as their progenitor – to defend the lives and Eversoul: Once a Bêtes is sworn to a wing livelihoods of those they were bound to. or rookery of other gargoyles, they will de- fend it to the death, and beyond. If a Bêtes Nearly every group of gargoyles organized is slain while other members of its sworn in some fashion of society is bound around group still live, it will return to life 24 hours a Bêtes. They are the core symbol around after it was slain as per a raise dead spell. If which any such gathering rallies, but at the all the members of its group are slain, then same time, are less eloquent and reputed it will still raise, but if it is slain again while than the actual heads of those societies. In unbound to a new wing or rookery, it will gargoyle society, many groups gauge the ca- be permanently slain, and cannot be raised pacity for leadership by the ability of an in- in any way dividual gargoyle who would lead to earn the respect of the group’s Bêtes. This trait replaces the Soulless trait of an Awakened Gargoyle. Relations Physical Description Bêtes are the least traveled and most misun- derstood of all gargoyles by non-gargoyles. Bêtes are medium creatures, about the size of a war pony. They have clawed feet, and Their monstrous appearance and lack of long leonine tails. They lack wings, but have speech makes them prime candidates to be manes of feathers, hair, or scales carved in mistaken for some sort of demon or other stone. Their faces are bestial and animal- hostile creature. In actuality, Bêtes are slow istic, with oversized features, often accen- to anger, and quite tranquil, unless they tuating the horrible (fangs, sloping brows, feel that their lair, livelihood, kith or kin is flaring nostrils, curved beaks). in danger. At that point, they become the ferocious monsters they are frequently mis- When a Bêtes swears itself to a wing, rook- taken for on sight. ery, or tribe, it will gain some sort of pattern or carving on its hide which represents its Awakened Gargoyles – Bêtes view most membership in that group. These patterns Awakened with great distrust, though less vary greatly in coloration and design, but distrust than any other demi human group. are often geometrically tied to the members If they are accepted into society, they will of the group, and will shift, shimmer, or be defended the same as any other gargoyle glow if members of that group are in peril. the Bêtes is bound to.

58 Crenelet – Bêtes are frequently defending sources, or a boon in urban areas, where the mischievous Crenelet from harm, both they represent a possible asset to assist the within and outside of gargoyle society. De- society. Bêtes tend to react to them accord- spite that, the two can form meaningful re- ingly. lationships easily, since the diminutive Cren- Half-Elves – Bêtes are quite disdainful of elet will often come to view a Bêtes as an half-elves, who represent the two most older-brother savior who they can stand up dangerous types of humanoids, for the for with their quick wits. most part. Half-elves, in turn, rarely look Dwarves – Bêtes see dwarves as a hos- past the monstrous nature of Bêtes. Occa- tile danger in areas where gargoyles lair in sionally, breakthroughs happen where ra- caves or underground. When a gargoyle cial pre-conceptions can be overcome, but society is based in a constructed structure, very rarely. or urban setting, they may be given grudg- Halflings – The kind natures of halflings ing status by a Bêtes, since they are often frequently allow them to approach a Bêtes responsible for the building or maintenance as if it were an animal, rather than a mon- of the structure which houses the society. ster. This sometimes helps ease friction be- Dwarves tend to think that Bêtes are mon- tween Bêtes and other demi-humans, who sters, along with all the other gargoyles, will often tolerate Halflings, which can then and will frequently cite their lack of speech lead to inroads with other groups. to back that opinion up. Half-Orcs – Bêtes and Half-Orcs often find Elves – Bêtes are viewed as a danger by themselves at odds through rivalry, neither elves, who will frequently work to destroy being able to cede physical superiority to them, unless they have found a way to see the other. These rivalries can sometimes the value in a local gargoyle community. grow violent, particularly if a half-orc en- Elves know that the fastest way to break dangers other gargoyles in proving its supe- down a society of gargoyles is to eliminate riority, but occasionally, the shared rivalry their Bêtes. Bêtes are wary of elves, and can turn to respect, and eventually cama- will generally avoid them, after generations raderie. of bad experiences. Humans – Bêtes view humans with great Feyborn – Fyeyborn tend to see Bêtes as disdain – they are frequently hunters of prime candidates for mischief, and Bêtes gargoyles, usurpers of urban gargoyle soci- view most feyborn as a threat to the stabili- ety holdings, and occasionally, looking to ty and safety of a sworn gargoyle society. It enslave a society to some scheme or whim takes great things for these notions to pro- that is part of their short-sighted gains. gress any further than antagonistic distrust. Bêtes draw the line at attacking humans on Gnomes – Clannish and family-oriented, sight, but if they or their society are ever Gnomes frequently admire Bêtes behav- slighted or damaged by a specific human, ior and driving nature, if they understand no amount of contrition will ever earn that it. Like dwarves, they can be a danger for Bêtes trust again, or lessen its enmity. gargoyle societies which compete for re-

59 Lesene – Bêtes and Lesene share common Adventurers traits in both being wingless. Much the same way that Bêtes are not a particularly Bêtes are nearly universally martial classes populous bloodline, Lesene find kinship in of some sort. Occasionally, one will be the solitary nature, and protective dedica- taken by an Oracular bent, particularly if tion of the Bêtes. they survive the loss of a society and are re-sworn to another. Trumeau - As the frequent leaders of gar- goyle societies, the relationships between Barbarian – Bêtes gargoyles are sturdy, Bêtes and Trumeau are very complicated. strong and vicious, qualities that make for At times there can be friction between the the most potent of Barbarians. They are political and ideological leadership the most frequently of the Invulnerable Rager, two can represent in a given society. Ad- Scarred Rager or Titan Mauler archetypes. ditionally, if one dislikes the other, it can  Add +1 to the barbarian’s total num- create a dangerous disharmony in a group ber of rage rounds per day. of gargoyles. However, when the aims of a Trumeau, particularly a leader, are in line Fighter – Despite their inability to speak, with the spirit of a Bêtes’ protective nature, the bêtes are not dumb. They are just as there are fewer stronger bonds between cunning and capable of complex tactics as gargoyles. their brethren. This misconception makes them very dangerous indeed. Bêtes gar- Voussoi – Voussoi often see kinship in a goyle fighters are most frequently of the Ar- Bêtes’ monstrous aspects, but like half-orcs, mor Master, Brawler, Mobile Fighter, Sav- they can sometimes get competitive with age Warrior or Unbreakable archetypes. the guardian gargoyles. Most Bêtes will de- fend Voussoi vigorously, particularly against  Add +1 to the fighter’s CMB when those who seek to take advantage of their attempting one combat maneuver of the character’s choice (max +4). lesser wits. In cases of rivalry, they almost always seek to redress the rivalry, rather Monk - Using their natural physical abili- than meet it head on, which will rarely ties, the bêtes gargoyles are well-made for work out well for a gargoyle group. the way of the Monk. Most bêtes Monks Alignment and Religion are of the Martial Artist, Monk of the Empty Hand, Monk of the Sacred Mountain and Bêtes are always lawful. Their devotion Terra-Cotta Monk archetypes. to local gargoyle societies always super-  Add +1/4 damage to unarmed attacks sede any faith that a divine entity would made with the gargoyle’s natural at- require, though Bêtes whose wing or rook- tacks. ery is partnered with a religious order may incorporate aspects of the ethos and edicts of that faith into their behavior and ideol- ogy, so long as it does nothing to conflict with the safety of the gargoyles the Bêtes is pledged to.

60 Names Tilyna the Defender CR 6

Female Names: Ktisha, Lyria, Pstshi, Rynja, XP 2400 Tzala Female Bêtes Gargoyle Fighter (Savage Male Names: Adom, Grig, Ossil, Seprot, Warrior) 7 Urvor LG Medium Magical Beast Init +9; Senses darkvision 60 ft.; Percep- Tilyna the Defender tion +8

Tilyna is the offspring of a pair of Bêtes who Defense were part of a much larger rookery in the AC 24, touch 15, flat-footed 21 (+8 armor, city of Vas-Moran. Lion-headed and sap- +3 Dex,+3 Natural) phire-eyed, with skin like carved alabaster and overlarge tusks jutting upwards from hp 64 (7d10+21) her bottom lip, Tilyana is fierce looking, Fort +8, Ref +5, Will +3; +1 trait bonus vs. but quite gentle. When some of the rook- divine spells, +2 vs. mind-affecting spells, ery she was born into broke off to seek a spell-like abilites, and supernatural abilities, new home, Tilyana swore herself to those +2 bonus vs. energy drain and death effects, fellows – two Trumeau and a Lesene. To- +1 bonus vs. energy drain and death effects. gether they traveled for many weeks, seek- ing a new home, surviving on Tilyna’s abil- Offense ity to hunt large game. When they finally Speed 50 ft. came to what seemed like an ideal shelter, Melee Bite (Augmented) +12 (1d8+5/x2) they discovered it was set up as a trap by Claw x2 (Claws) +12 x2 (1d4+5/x2) the Guardians of the White Gates. Tilyna fell defending her fellow wingmates, but Tactics was reborn the next day. By that time, her Tilyna will combine her increased speed, wingmates had been taken to Gateway for her initiative, her ability to antagonize op- “conversion”. ponents and her lunge abilities in concert. Now Tilyna stalks the edges of Gateway, This allows her to take attacks of opportu- looking for an opportunity to steal away nity as often as possible, while maintaining her wingmates, and harrying members of a distance just out of reach of her infuriated the Guardians whenever she can. She was opponents. captured once, when she made contact When faced with spellcasters or ranged op- with her Lesene wingmate, only to find him ponents, she will attempt to grapple them, so changed he did not remember her. Tilyna and use her natural weapons to savage does not understand what has happened to them while they try to escape. her wingmates, but she understands it has something to do with the Guardians, and believes she can correct the situation if she can kidnap her fellows away from their ranks, and return them to the open roads.

61 Statistics after it was slain as per a raise dead spell. If all the members of its group are slain, then Str 18, Dex 16, Con 16, Int 10, Wis 12, it will still raise, but if it is slain again while Cha 6 unbound to a new wing or rookery, it will Base Atk +7; CMB +11 (+12 Grappling); be permanently slain, and cannot be raised CMD 24 (25 vs. Grapple, 28 vs. Trip) in any way. This trait replaces the Soulless Feats: Alertness, Antagonize, Disruptive, trait of an Awakened Gargoyle. Eldritch Claws, Improved Initiative, Intimi- dating Prowess, Lunge, Run, Step Up History of Heresy +1 save vs, divine spells Traits: Armor Expert, History of Heresy Lunge Can increase reach by 5 ft, but take Skills: Acrobatics +4 (+8 to jump with a -2 to AC for 1 rd. running start, +12 jump), Climb +10, In- Mind sentinel medallion +2 to save vs timidate +10, Perception +8, Sense Motive mind-affecting, if fail vs. dominate/ confu- +6, Stealth +6, Survival +5 sion can reroll but item loses magic. Combat Gear Mind sentinel medallion; +2 Living Steel Agile breastplate, Belt of forag- Prehensile Tail (Ex) Your tail can retrieve ing, 1501 GP small objects on your person as a swift ac- tion. Special Abilities Relentless (Ex) +2 Bull Rush and Overrun Antagonize Use Diplomacy or Intimidate if you and your opponent are standing on to goad creatures the ground. Armor Expert -1 Armor check penalty. Run Run 5x your speed in light/medium ar- Augmented Natural Armor Bêtes have mor or 4x speed in heavy armor and keep thick hides, which provide them with a +3 Dex when running. natural AC bonus, as opposed to the +2 of Spark of Life +2 (Ex) +2 save vs. energy most awakened gargoyles. drain and death effects. Darkvision (60 feet) You can see in the Speechless: Bêtes are incapable of forming dark (black and white vision only). true speech. Their formidable fangs and Disruptive +4 DC to cast defensively for sculpted mouths lack the proper configura- those you threaten. tion to form distinct sentences. They are not truly voiceless, capable of issuing grunts, Eldritch Claws Your natural weapons are growls, and whines similar to a bear or dog. considered both magic and silver for the Most Bêtes learn how to imitate a number purpose of overcoming damage reduction. of words equal to their Intelligence score, in Eversoul: Once a Bêtes is sworn to a wing the language of gargoyles. or rookery of other gargoyles, they will de- Particularly intelligent Bêtes can take ranks fend it to the death, and beyond. If a Bêtes in perform or linguistics to communicate is slain while other members of its sworn through pantomime or add another series of group still live, it will return to life 24 hours words equal to their intelligence modifier.

62 This trait prevents Bêtes from using magic Gargoyle Societies items with activation words, and casting spells with verbal components. Gargoyle societies are complex things. By nature, gargoyles seek to establish pecking Spell Resistance: Gargoyles possess spell orders, and establish rules to follow (or resistance equal to 10 plus their class levels break, in some cases). Lacking a significant against magic from divine sources and half religious influence, many gargoyle societies as much against arcane magic. Gargoyles will gravitate towards ideals, survival ne- cannot drop magic resistance against any cessities, or the geographical location which clerical magic which is disrupted by spell they use as a lair. resistance, even beneficial magic, though they can choose to do so for arcane spells. Wings The gargoyle must bypass its own spell re- sistance to use divine magic items, or cast The most basic collection of a group of gar- divine spells. goyles is called a Wing. A Wing can number anywhere from two to twenty gargoyles. Step Up When a foe makes a 5 ft step away Generally, past that point, the needs of a from you, you can move 5 ft to follow wing are too complex for them to remain them. nomadic or disorganized - they must estab- Vast Metabolism: Gargoyle metabolisms lish a permanent haven or settlement. work very quickly. Though omnivorous creatures capable of eating even minerals Overview and stone, Gargoyles prefer meat to any Wings are the most common type of gar- other type of food – cooked or uncooked. goyle society encountered in the wild, and Gargoyles must consume 1/10th their body the least common in urban or highly-pop- weight in sustenance, daily, or they begin ulated areas. In the wild, gargoyles can starving. Gargoyles only need to drink half range long distances, and avoid most con- as often as other creatures. frontation. In a densely populated area, gargoyles must band together to survive, and the instincts and needs to roost often force their societies to evolve into some- thing more formal, in order to enable co- habitation with other living things nearby.

Ethos and Leadership Wings can operate without much in the way of central leadership, but if a wing includes a Bêtes or a Trumeau, they will often es- tablish a traditional hierarchy, with a single leader, and an enforcer to that leadership, who bears the ideological “spirit” of the

63 group. In groups without these members, Gargoyle wings, by the nature of their hab- they will frequently follow the rule of ei- its and migratory needs dictated by their ther the smartest, oldest, or strongest, with impact on local food sources, tend to keep everyone else generally demurring. Failed treasure portable. Occasionally, wings challenges for leadership frequently result which follow a seasonal or set route will in the expulsion of a member from a wing, stash certain supplies or treasures in hidden so they are not made often or lightly. locations, so that they do not have to carry them from place-to-place. Wings do not have to have a central calling, nor do they have to have a purpose other Gargoyle wings have little use for coin, un- than survival and seeking prosperity. Their less they are in non-hostile contact with ethos and actions will largely be maintained some sort of social group that values it. by the environment they operate in, and They covet magical items, particularly those the overall outlook of the leadership and which they can utilize. members of the wing. In smaller wings, If a wing has a magic user as a member, thy these items can vary greatly, but in larger may have a higher portion of magical items, wings, they may create a sense of expecta- and may even sell them, as a means of off- tion or tradition within members, even if setting their needs. In these cases, the magic leadership or circumstances change. user is often the leader, in addition to the Once a wing settles down, or is absorbed main source of income and provisions for in a larger society (or grows too large in the wing. numbers) it often progresses into a rookery. Rookeries Lairs and Treasure Rookeries are where true gargoyle societies Gargoyle wings are opportunistic in where begin to most closely resemble the gather- they lair. They will settle wherever they ings of other humanoid species. Gargoyles think they can sleep safely while maintain- form rookeries to ensure a continual supply ing a regular supply of food, water, and of resources and protection, but also to fill distractions. If such a location is not easily an inborn need to establish a pecking order, found, wings will usually stay on the move. and pay homage to bloodline and clan tra- ditions. Above ground, Gargoyle lairs tend to be caves, dense copses of trees, secluded lakes Overview or ponds, or cliff side roosts in mountain- ous areas. Wings will lair in spaces which Rookeries are larger gatherings of gargoyles, usually starting at around twenty, and get- accommodate all their members, and will ting as large as upwards of one hundred. rarely permanently adopt a lair which is too Beyond that number, there are usually too small to accommodate all the members of many points of view for the social structures the wing, or requires members to isolate of a rookery to function without consider- themselves from one another. able discord. Friction and competition will often create wings, as disgruntled members

64 strike off on their own, though sometimes Ethos and Leadership a rookery can split into two, creating a new rookery while the old maintains its tradi- Rookeries will always have a Voice (central tions and lair. leadership) and a Whip (enforcer of the Voice’s will). Beyond that, there is a gener- al sense of lawfulness around the rules and Lifestone guidelines set by the Voice of a rookery, and how the Whip enforces them. For rooker- Gargoyles reproduce by creating a com- ies with a high population of gargoyles less posite substance which is made of chunks of flesh taken from the living bodies of inclined towards lawfulness, this can create two consenting gargoyles. quite a chaotic churn, but always, a Voice and Whip will try to work together to do The creation of lifestone requires both the contributing parents sacrifice half what is best for the local community. their total Constitution in the process of creating it. This Constitution returns at a The Voice of a Rookery may be a single rate of one point per week. The creation gargoyle, a triumvirate of individuals, or a of lifestone always results in potential council of members, chosen by individual offspring, so long as both parents survive bloodlines or deeds. Regardless of the form to see it quicken. If they do not, the life- a Voice takes, their rulings, in regards to stone crumbles to rubble, and whatever constitution drain remaining in a surviv- membership in a rookery, appropriate be- ing parent becomes permanent. havior in the internal community, as well as expectations of interactions with the larger Once both the parents have regained their Constitution, the lifestone quickens, world are taken very seriously by any gar- grows in size overnight, and forms into a goyle who considers themselves a member newborn gargoyle. of the rookery that Voice leads. Because of the dangers related to creat- Whenever a rookery has a Bêtes, it will ing lifestone, and because gargoyles are “born” halfway to full-size (this process almost always serve as the Whip. In the completes within a decade), gargoyles few rare circumstances where this is not the are loathe to take on the risks of repro- arrangement, the Whip is a gargoyle who duction without a secure, structured so- is capable of enforcing the Voice’s edicts, ciety to support the process. While the birth of a gargoyle outside a rookery is both inside the social group, and in the not unheard of, the parents of such an wide world beyond the rookery’s sanctu- offspring are generally regarded as ir- ary. While this often translates to powerful responsible, possibly reckless, by other physical prowess, this is not always the case, gargoyles. and some of the more successful rookeries, Between the time it is created and quick- gauged by longevity, have been led by a ens, lifestone resembles an egg in shape, Voice who shifts the role of the Whip to suit and varies in size from a small gourd to the population and environmental circum- a watermelon. It is because of this visual similarity that the popular misunderstand- stances surrounding the rookery. ing that gargoyles hatch from eggs has propagated and maintained popularity. Like a wing, rookeries seek to provide shel- ter and security, as well as food and water to members. Additionally, rookeries also

65 provide an environment where gargoyles engage in alliances with local guilds and fac- who have found a partner willing to take on tions, and even invite members of other rac- the risk of creating lifestone can reproduce, es who have proven themselves trustwor- and rear young. This is the foundation of thy into the confines of a rookery. While the continuity of all humanoid cultures, but every Voice, Whip, and location offers dif- because of the time and effort involved in ferent challenges, urban Rookeries requite rearing gargoyle young, it is rarely done in a constant source of support, to offset the challenges the local population represents the wilds, or in solitary settings, due to the to a culture of long-lived, oft maligned or incredibly high mortality rate for both par- misunderstood monstrous humanoids. ents and offspring. Rookeries will often have a treasury of some Lairs and Treasure sort, where wealth is centrally pooled to fulfill the needs of the members of the soci- Rookeries center around a readily available ety. Often the Voice or Whip oversees this steady supply of edibles and water. With- fund, though occasionally another member out these things, gargoyle populations will will be responsible for it. Quartermasters decline, and society will collapse as wings (sometimes Coinkeepers) are generally the break off of the rookery in search of what wisest, and most congenial of the gargoyle they need to survive. membership, who are tasked with not just Rookeries tend to be established in easily tracking the treasury, but using it to keep defensible structures or areas, preferably the rookery fed and protected. insulated from outside traffic by a gully, Due to their longevity, gargoyles will often chasm, cliff, or stairwell. In the wild, ruined amass hoards of wealth in the form of coin, castles and temples, large cave structures, gemstones, works of art, precious metals, deep forest groves, and water-cut cliff com- and rare ingredients. Magic items are still plexes make ideal rookeries. In urban areas, coveted, and any magic items part of the gargoyles are forced to be more sociable, rookery’s treasury are treated as borrowed and will often engage the local populace as community property, assigned to those guardians of a structure which also serves members that need them most, or can use as the rookery’s central shelter. Common them best. In lower population rookeries, locations are large temples, castles, towers, or rookeries set in non-urban areas where and warehouses, but any structure in an ur- magic is harder to come by, the Voice will ban area that makes the gargoyles feel safe often use some of the wealth of the rookery (e.g. if they are viewed as caretakers) will to commission magic items, to improve the serve readily. rookery, but only once the immediate near- The Voice and Whip of an urban rookery term needs of the community are well met. must be particularly adept at their roles. It should be assumed that any rookery un- Failure as guardians or caretakers, as well as der a century or two old (generally referred the scheming and intrigue of other demi hu- to as “new” for at least a century beyond man races constantly threaten the security that) should have no less than 100gp worth of a rookery and its members. of wealth for each member. Established Because of this constant threat, it is not un- rookeries (older than three centuries, but heard of for rookeries to hire mercenaries, less than a millennia) would easily have ten times as much wealth.

66 Sample Rookery Pool, without despoiling or damaging it, and his experiments and information seek- Silver Pool Rookery ing have led to several near-disasters. LN Gargoyle Rookery The peace will not hold for long, with the Corruption -6; Crime -3; Economy -7; new shaman of the Redworg Orcs looking Law -1; Lore -4; Society -3 to destroy the druids and despoil the pool Qualities magically attuned the gargoyles are sworn to protect. The question is how will the rookery hold up Danger +10; Disadvantages bad neigh- to their end of the bargain when the pool bors comes under attack?

Demographics MARKETPLACE Government Commune Population 23 Base Value 55 gp; Purchase Limit 600 (2 Awakened Gargoyles, 10 Trumeau, 1 gp; Spellcasting 3rd Bêtes, 3 Lesene, 5 Crenelet, 2 Voussoi) Minor Items 1d4; Medium Items None; Location Major Items None The Silver Pool Rookery is based in a series Groups/Factions/Hooks of caves carved into a cliff face, overlooking Kra Malnar, an infernal-blooded orc mal- a glen sacred to the Druids of the Silver Pool. efactor has recently seized control of the Several years ago, a small wing befriended Redworg Orc clan (in no small part thanks the tender of the grove, and worked out to her pair of undead hill giants), and plans an agreement with the druid to protect the to make war on the druids of the Silver sacred waters, in exchange for his magical Pool. She does not know about the Rook- assistance in keeping the community fed. ery nearby, but will likely discover their se- crets when she begins to scout the area. Notable NPCs Will she have to fight the gargoyles? Will Gravin Bol (Voice of the Silver Pool she be able to turn them against each other? Rookery) Will her infernal patron influence her to- Gravin Bol is a grizzled, one-eared Trumeau, wards corrupting members of the Rookery? who has been wandering the world for sev- eral centuries. His partner, Varyntin and he Septs settled their small wing in the wilderness, In some places, gargoyles have found places which has quickly developed into a pros- and ways to integrate with societies around pering rookery. The area is peaceful, with them. Sometimes these integrations are two exceptions: the occasional pranks by diplomatic and symbiotic, sometimes they the Crenelet on unwary travelers, and the are hazardous and factious, and sometimes endless explorations of Quarm the Lesene they are steeped in lies and treachery. How- sorcerer. Quarm is obsessed with finding ever they occur, when a Rookery grows too out a way to tap into the magic of the Silver large to support all its members, an addi-

67 tional layer of social organization will oc- Septs are always lawful by design, given the cur, and a Sept will form. structure they govern by, but sometimes that “law” is something as simple as “might Overview makes right”.

Septs are collections of Rookeries who Lairs and Treasure answer to a larger social organization be- yond the local Voice. Some Septs organ- Most Septs will organize around a central ize around Tribal leadership (detailed later), location, which houses the Elder. Occasion- others forge bonds with larger organiza- ally, Elders will move from place to place, tions that utilize their capable roles as pro- but the founding location of the first Rook- tectors and guardians. Occasionally, Septs ery which led to the Sept will still hold an will form around bloodlines, or offspring of important place as a seat of historical pow- a particular gargoyle or pair of gargoyles. er. Broadly speaking, Septs are made up of Septs will generally mirror as much as possi- anywhere from two to a theoretically innu- ble the physical locales they inhabit in mul- merable number of Rookeries, all of whom tiple locations across rookeries. If the first agree to govern themselves by rules similar rookery to overgrow its boundaries was to each other. Becoming a member of a founded in a temple of a particular god, it Sept offers one rights and privileges, as well is likely that other rookeries in a newborn as responsibilities a gargoyle would have Sept will be tied to shrines, temples, or when at home, while traveling abroad. chapels of that god.

Ethos and Leadership If the Sept is part of a Tribal holding, it is far more likely that there will be diversity in Rookeries which become part of Septs cede both the location and type of lair the rook- direct governing control in larger matters to eries in the Sept are made up of. This is in an Elder of the Sept. The Elder, as the name no small part due to the fact that the ad- suggests, is oftentimes the oldest member of ditional tribal traditions tend to supersede the society capable of shouldering the bur- the gargoyle tendencies for familiarity and den of leadership. comfort. In Tribal Septs, the Voices all swear fealty to Septs cannot function without significant the Tribe’s ethos and edicts, and will always wealth, unless they are a series of communi- pass on matters of import to Tribal leader- ties tied to areas of dense natural resources ship. in the wild, with little competition to stifle success and prosperity. In bloodline Septs, Elders are almost al- ways the eldest member of the bloodline Most Elders appoint a Coinkeeper for the in power. This often causes trouble, when Sept, who draws tithes from member rook- the eldest gargoyles are not always the best eries. Sept treasuries are often lean in coin, suited for leadership, or a rookery develops given the number of mouths, bribes and a large number of younger members with a other payments the society must sustain to less traditionalist perspective. prevent harm to its members, but generally,

68 whatever is left is split between the better- When traditional gargoyle communities ment of members, and the acquisition of are faced with rabble-rousers or non- tra- new magical items. ditionalists, havens provide a neat solution to the problem of non-fatal exile. When Septs will occasionally employ summoners havens are in need of additional protection and enchanters to bolster numbers by cre- or funding, the debts incurred in taking on ating awakened gargoyles that are “born” onetime rabble-rousers are often repaid. into society, in the case where there are high attrition rates due to dangerous envi- In short, havens exist on the fringe of gar- ronments. This is far more common in ur- goyle society. They are enclaves of free- ban Septs, where the contact with spellcast- thinking non-clannish gargoyles, who pre- ers of other races is far more likely, though fer company and co-operation over solitary it does occasionally happen in more rural existences fighting against a world which Septs, particularly when an individual gar- has labeled them monsters. goyle elevates themself to a level of signifi- cant arcane prowess. Ethos and Leadership For Tribal Rookeries and Septholds, assume Havens are places where any member of at least 2500gp worth of wealth for each gargoyle society is welcome. They tend to member, and the gp equivalency of one be neutral towards all types, and incred- lesser magic item for each ten members. ibly tolerant, barring an individual bringing harm to other people who are part of or Havens staying with a Haven. Any social or political body which establish- Haven leadership, unlike most of the rest of es a toehold in the minds and lives of crea- gargoyle society is organic. tures who participate in it will undoubtedly be faced with the antithesis of their ideals Some Haven leaderships are democratic in – for gargoyles, these antithetical enclaves governance, or populated completely by are known as Havens. Havens are gargoyle awakened gargoyles, who hold no blood societies that bow to no tradition, tribe, or ties or historical allegiance to legendary Firsts. Others have no central leadership, Sept. and simply exist with majority rules. Overview Havens will supply protection and shelter to non-gargoyles who have proven them- Havens are exactly what they sound like – selves friends to, or are honorary members safe community for any member of the gar- of gargoyle society. Though these individu- goyle species, regardless of alignment, his- als are few and far between, many of them tory, tribal influence, criminal past, or Sept try to stay in Havens, where there is less relationship. They are generally smaller of a traditionalist confrontational atmos- communities, in out-of-the-way locations, phere, and where they can attempt to bro- but they are inclusive to a fault, and often ker goodwill between gargoyles and other quite influential behind the scenes, both in would-be allies or individuals. non-gargoyle societies, as well as in certain gargoyle societies.

69 Gargoyle Tribes The Four Tribes Gargoyles have strong tendencies towards Teuteur Tribe centralized leadership and authority based in bloodline or age. Tribes are collections of gar- Members of the Teuteur Tribe are sworn to goyles – wings or rookeries that have devoted themselves to an ideology or organization protect something to the death. This oath which governs their societal behaviors, as well is more important to them than anything as the personal abilities of any member who else, including their own lives. Frequently, joins the Tribe. members of the clan swear to protect a ge- The four tribes detailed in this source provide ographical location from intrusion, defend a good starting point for what tribes look like, but should be viewed as a springboard, rather the life of a particular individual, or prevent than walls for the imagination. the theft or misuse of a particular item or Gargoyle tribes are built around an idea, and resource. may or may not be tied to bloodline, geogra- phy, or even a non-gargoyle tradition or phe- Traditions nomena. Tribes add additional flavor beyond the concepts detailed in the section covering Keepers (as members of the clan refer to gargoyle society, and offer the possibility of ad- themselves) come from one of several ditional mechanics, with tribal archetypes. sources. Some members are wings or a For GM’s who are using this sourcebook as a rookery that has devoted themselves to means to create enemies for PC’s, tribes pro- vide a great way to drop gargoyles into your their cause out of a sense of duty or alle- campaign, past the simple Bestiary entry. For giance. Some tribal societies are founded GM’s running gargoyle-player campaigns, by awakened gargoyles, who battle against tribes can provide a motivating framework, an antagonist, perhaps even a villain, if cast cor- the lingering compulsions of their makers, rectly (for example, against Haven-bound or who designed them to defend a particular Furieux gargoyles). place or thing. Occasionally, members of this tribe find their calling through a debt or Lairs and Treasure devotion to a particular individual, and will swear to protect not only that individual, Havens are often opportunist locations, fre- but any children to follow of that individ- quently requiring specific firsthand knowl- ual. Teuteur are extremely territorial, and edge from a member on how to get to the will rarely venture far from the location of lair, or how to survive whatever protec- their oathbound subject except to gather tions might keep it safe from prying eyes supplies or seek aid to overcome an insur- and zealous monster hunters. mountable foe or threat to that charge. Havens are generally not rich or notorious Any offspring that members of the Teuteur places, but they are safe places, so long as Tribe beget must make a choice at their first- those seeking them wish no harm against decade mark. Either they agree to swear those that reside there. Treasure within a to the binding pact which unifies the tribal haven should be determined individually, society or, if the offspring chooses not to since they rarely pool resources or central- bind themselves to the calling of the tribe, ize control of wealth the way other gar- they are expelled from the group and left to goyle societies do. fend for themselves. Many gargoyles who

70 inhabit Havens, or form independent wings Some sages suppose that the Chercheur are are the offspring of parents of the Teuteur a natural reaction to the magics and bind- Tribe, who chose isolation instead of eter- ings tied to the origins of the species. Oth- nal devotion to guardianship. ers believe it is a simple social occurrence brought on by the predominantly lawful Lore and organized aspects of most of the rest of One of the best-kept secrets of those who gargoyle society. Regardless of the reasons, swear to devote themselves to protect is the Chercheur exist to seek lore, specifically lore consequence of failure. Two other tribes, pertaining to the origins of the gargoyle the Supplice and the Furiex owe their ori- species. gins to members of this tribe who failed in Chercheur look everywhere for their an- their calling. This is little known mostly be- swers. Some are obsessed about the myths cause many members of the Teuteur Tribe and lore of the First, and how Orlock cre- prefer death to the ramifications of the ated them without a partner to craft lifes- failure of their oath – either at the hands tone. Other Chercheur seek to understand of those who violated the oath, or at their the myths and cycles of Liant and his tower, own hand. and whether or not there are any truths to Adventurers the shared origin myths of the clans. Some members of the tribe seek to settle the in- Teuteur are occasionally paladins and cler- consistencies in gargoyle lore and society by ics with ties to the Law, Nobility or Protec- travelling from community to community, tion domains. Some are rogues and druids, learning and recording whatever they can, who seek to protect with traps, or actively so they might sift for facts within the deep seek out those who would steal or do harm sands of time. to what the Teuteur has sworn to protect. Many, however, stay true to the martial Regardless of their obsession with the past, predispositions of most gargoyles, and seek Chercheur are generally only sociable with to protect their charge with their combat other Chercheur, and then, only in seeking prowess – meeting threats head on without complimentary knowledge another might fear. hold to help in their informational pursuits. Chercheur tend to be loners, and will almost Chercheur Tribe never settle in one place for an extended period of time. They will join wings, or Members of the Chercheur Tribe are the even hire adventurers, if the lore they seek oddest of all gargoyles, both to other gar- lies in dangerous or hidden places, but gen- goyles, and to other beings who encounter erally, they are content to seek their own them. Seekers, as the Chercheur refer to answers, in their own time, on their own themselves, are neither drawn nor bound terms. by family, society, or a sense of organiza- tion. Chercheur value two things above all Traditions others: secrets, and their answers. Chercheur, as mentioned, rarely have per- manent homes, though once a century,

71 members of the tribe will agree to meet Adventurers somewhere, and pool their collective learn- Chercheur can be any class, but their pen- ing. For a full year, all the knowledge they chant for research makes them natural have is shared and transcribed, then gener- bards, alchemists, summoners, and wizards. ally placed under the protections of a Teu- Sorcerers occasionally join their ranks, but teur enclave. these casters of bloodline magic are some- The only other prohibition most Chercheur times less inclined to the scholarly and lin- stand by is one borne more of practicality guistic pursuits of a Chercheur. than law or convention – Chercheur do not engage in the creation of lifestone. The Supplice Tribe perils of reproduction, and the time and ef- Most gargoyles would rather avoid conflict fort required to rear young is too much of with other demihuman or human popula- a dedication of time, removing Chercheur tions than enkindle their ire. In this regard, from the pursuit of knowledge for too long. Supplice are not like other gargoyles – they As in all things, there are some Chercheur are crusaders, bent on spreading gargoyle who abandon this rule, particularly those domination over other “soft skinned” races who find their work keeping them in a wherever they roam. place populated heavily by gargoyles for a long period of time, but these few are the Supplice see all the other races (who gener- hen’s teeth of the Tribe, and always viewed ally owe allegiance or existence to the act of by other Chercheur with a sense of disdain one or more divine entities) as weak pawns for their lack of dedication to their cause. in a game of cosmic chess, who should be easily crushed or dominated. Chief amongst Lore the wrathful codes of conduct for mem- Chercheur’s pursuits often lead to the same bers of the Supplice tribe is their superiority conclusion: the answers to the questions through lack of divine influence. they seek lie within the libraries of Liant’s tower. Though no Chercheur will readily Traditions admit this, pursuing lost lore for several Supplice vary widely in their aims and how centuries will inevitably lead to this revela- they accomplish them. Some tribal socie- tion, which then adds the secrets and lore ties want nothing more than to become the of Liant’s tower to the Seeker’s quest for top of the local social tier, and lord over answers. whatever other races share the nearby re- Chercheur’s travels between gargoyle so- sources and geography. Other groups wish cieties make them invaluable sources of the total eradication of non-gargoyles in news, and invigorating wellsprings of gar- the area. Others still will seek to align them- goyle myth for other gargoyles. Many so- selves with whatever other monstrous hu- cieties desperately want to keep Chercheur manoids are threatened or at odds with the around, for their seemingly-endless worldli- local humanoid cultures, and lead them in ness and knowledge, but Chercheur rarely battle to victory, only to enslave them after stay longer than they have to, and some- the greater foe is vanquished. times not even that long.

72 Whatever the ultimate aim, Supplice tribal talents far more subtle than those of their groups are ruthless to non-gargoyles, and more militantly-minded brethren. Sorcer- have no problem manipulating gargoyles ers are also quick to the role, particularly if not of their tribe, if they feel it is in the best their bloodline is in opposition to whom- interest of the tribe’s ultimate goals. Be- ever it is that the tribe has declared war on. tween this tendency for machination, and the general level of ire raised by Supplice Furieux Tribe who attack human and demihuman popu- Furieux are the most dangerous of all gar- lations, they are rarely loved or appreciated goyles, both to other gargoyles, and to by any other gargoyle societies, save those any non-gargoyles around them. Furieux who are facing extinction themselves at the are frequently the leaders or progenitors of hands of other races. wings of traditional monstrous gargoyles, Lore who have become so twisted by their mad- dening hatred for everything which serves Legends that the tribe was founded to com- to remind them of their failure, that they bat the Inquisition of Soulless Heresy are at seek the torturous destruction of all life odds with myths stating that the Supplice around them. Many Furieux make deals have been around nearly as long as the with Infernals, exchanging the permanent death of the Firsts. use of their body as a shell in exchange for The reality is close, but unknown to all but complete mental and spiritual oblivion. Fu- the most wizened of Chercheur - the Sup- rieux of this ilk are universally duped, and plice Tribe is born of Teuteur who swear their essence is subsumed by the infernal to protect a person or bloodline, and fail. powers they bargain with, where they suf- The binding magics of their oath twist and fer endlessly until their mortal bodies are corrupt these fallen gargoyles quickly, and dispatched. those who do not succumb to self-destruc- Either way, when a wing, or worse, a rook- tion quickly convert their guardian fervor ery of Furieux takes hold, any nearby soci- into a bloodlust against whomever caused eties or civilization is at risk. Furieux will their initial oath to fail. fight to the very end, and slay as many as Regardless of origins, Supplice are fierce and they can, whenever they can, sometimes dangerous enemies, who often leave no for the sheer pleasure of the bloodshed. survivors, unless it serves the mission of the Traditions local chapter to leave a few maimed survi- vors to spread strife and fear amongst those Furieux are generally not overly organized, who discover those survivors. though they are universally led by the fierc- est or strongest of their membership. The Adventurers rule of leaders is absolute, and disobedience Supplice can be of any class, though in- is met with lethal recompense. quisitors, witches, oracles, and rangers are Furieux will often raid any nearby gargoyle frequent leaders, for their ability to apply settlements, and take prisoners. They will

73 then forcibly compel these prisoners to en- Tribal Archetypes gage in the creation of lifestone, with the intent of furthering the Furieux’s destruc- The following racial archetypes are availa- tive cycles. Members of the tribe will keep ble to gargoyle characters of the previously the captive gargoyles and their offspring as described clans. slaves, occasionally managing to turn one or more of them willingly to the all-con- Faithkiller (Supplice Inquisitor) suming madness of the Furieux. Archetype

Lore Some inquisitor domains are not the do- mains of faith but exist wholly to eliminate Members of the Furieux Tribe come from other faiths. Being mostly godless, and fore- one of three origins: armed against the powers of the divine, • Awakened Gargoyles who go mad Faithkillers seek to establish dominance over when their creator is slain, due to nearby communities by eliminating any spir- magical backlash tied to their binding itual guidance or benefit they have among them. • Awakened Gargoyles who gain sentience through age, and are over- whelmed after becoming self-aware Prerequisites

• Members of the Teuteur Tribe who Member of the Supplice tribe, no religion fail in defending a location or item, or divine patron which is destroyed or stolen from them Granted Powers A faithkiller has the following class features: There is no known way to “cure” or “save” a gargoyle once they succumb to the mad- You gain the Disruptive feat as a bonus feat ness of the Furieux Tribe. Death is the only (even if you do not meet the prerequisites), release for the mad gargoyle. but it is only applicable to divine spellcasters.

Adventurers Whenever you successfully resist a divine spell’s effects through a successful save or Furieux can be of any class, though many spell resistance, you gain a +2 profane bo- naturally gravitate toward barbarians, since nus to AC for 1 minute per level you possess. their mad, destructive tendencies are a nat- ural fuel for near-limitless amounts of rage. While under the effect of this ability, if you hit a creature with levels of cleric or any divine spellcasting class or spell-like ability, that creature must make a Will save (DC 10+ ½ gargoyle’s class levels + Charisma modi- fier) or become frightened. A successful save prevents the frightened condition, as well as any further possible chance of becom-

74 ing frightened for 24 hours. If a creature is At 3rd level, when a stonehide defender hits frightened, however, and a subsequent suc- a creature with a melee attack, she grants a cessful attack and failed save occurs, the bleed[1] bonus to all the eligible attacks of creature becomes panicked. Either way, the her allies within 10 feet of her until the start duration of the fear effect is a number of of her next turn. Her allies must remain rounds equal to the gargoyle’s class levels + within 10 feet of her, and must be able both Charisma modifier. to see and hear the stonehide defender to gain this benefit. At 12th level, the Faithkiller’s magic resist- ance is doubled against sources of divine This ability replaces aura of courage. magic originating from any member of the faith of a target currently in a state of fear Divine Bond (Su) (or worse). At 5th level, a divine hunter forms a bond with her sworn charge. This functions as Stonehide Defender (Teuteur Pal- the paladin’s divine bond ability, except adin) Archetype the bond must always connect the gargoyle Foremost in the duties of a Teuteur is the with the object, person or location they are defense of their sworn charge, but follow- sworn to protect. If the target is a person, ing that is the life and livelihood of others they can unerringly locate them, similar to so sworn with them. Stonehide defenders a helping hand spell with limitless range. If protect others, so that they might guard the the gargoyle is sworn to defend an object, charge. the ability functions as a locate object spell with limitless range. If the gargoyle is sworn Prerequisites to defend a location, the ability transports them to that location per a dimension door. Member of the Tuteur tribe, toughness feat This ability replaces the standard paladin’s Granted Powers divine bond. A stonehide defender has the following Distant Mercy (Sp) class features: At 6th level, a stonehide defender can ex- pend two uses of her lay on hand ability Trap Sense to cause any gargoyle within visual range A stonehide defender excels at seeing traps to wake up from sleeping, even if they are in the environment around them, even if within the throes of stony slumber. they were not the ones to set them. This feat is gained even if the gargoyle doesn’t This ability replaces the paladin’s 6th-level meet the prerequisites. mercy. This ability replaces the Heavy Armor Pro- Aura of Defense (Su) ficiency. At 8th level, a stonehide defender and her allies gain preternatural toughness. She and Bleeding Strike (Su) any allies within 10 feet of her gain DR 1/-.

75 The DR increases to DR 3/- at 14th level, Granted Powers and DR 5/- at 20th level. The stonehide de- fender and her allies must be able to see or A tower-seeker has the following class fea- hear each other to use this ability. tures: This ability replaces aura of resolve. Seeker’s Lore (Ex) Tower-Seekers get to choose one knowl- Defender’s Blessing (Su) edge skill at 1st level, and one every five At 11th level, a stonehide defender can ex- levels thereafter which they gain one bo- pend a use of her smite evil ability as a swift nus skill rank in. This ability stacks with the action to grant her weapon and the magi- Bardic Knowledge ability, but replaces the cal weapons of all allies within 10 feet the Facinate bardic performance. defending magical property. The effects last for 1 minute. Evil creatures gain no benefit Tower’s Insight (Su) from this ability. At 2nd level, a tower-seeker gains the abil- This ability replaces aura of justice. ity to cast identify as a spell-like ability. Her caster level is equal to her bardic class level. Defender’s Intercession (Su) She can use this ability once per day at 2nd level, twice per day at 5th level, and three At 14th level, a stonehide defender can ex- times per day at 7th level. At 11th level, pend a use of their lay on hands ability as identify becomes a constant spell-like abil- an immediate action to lessen the damage ity, and at 13th, 17th, and 20th level she taken by an ally within 30 feet of her who gains the ability to cast legend lore once per fails a save against a trap which deals dam- day as a spell like ability. This ability re- age. places the Well-Versed ability. This ability functions only while the stone- hide defender is conscious. Tower’s Lore (Ex) At 5th level, a tower-seeker gains the abil- This ability replaces aura of righteousness. ity to cast comprehend languages as spell- Tower-Seeker (Chercheur Bard) like ability. Her caster level is equal to her Archetype bardic class level. She can use this ability once per day at 5th level, twice per day at Tower-Seekers are bards who, in their search 7th level, and three times per day at 9th for and study of lore relating to Orlock, the level. At 11th level, comprehend languages Firsts, and Liant’s Tower, have become ob- becomes a constant spell-like ability, and at sessed with finding it. 13th, 15th, and 17th level she gains the abil- ity to cast tongues once per day as a spell Prerequisites like ability. This ability replaces the Jack of All Trades ability. Member of the Chercheur tribe, ranks in four Knowledge skills.

76 Advanced Lore (Ex) Patron: A fiendish corrupter has two choic- At 12th level, and every four levels there- es for patrons when taking their first level after, a Tower-Seeker may choose any – either the demonic patron or the devil pa- knowledge skill they have ranks in to use tron are chosen. in a special fashion. They can supplement The devil patron provides the following three uses of their bardic performance abil- bonus spells: 2nd - command, 4th – ray of ity to take 20 in one of the chosen skills as a enfeeblement, 6th – scorching ray, 8th – standard action when the question this use acid pit, 10th - lesser planar binding (devils is being applied to is in some way related to only), 12th - planar binding (devils only), the legend of Liant’s Tower. 14th - banishment, 16th - greater planar Towersight (Su) binding (devils only), 18th - gate. At 15th level, once per week, after an hour The demon patron provides the following of careful study, a Tower-Seeker can at- bonus spells: 2nd - command, 4th - sugges- tempt to divine the location Liant’s Tower tion, 6th - rage, 8th – charm monster, 10th will manifest at the next sunrise. This abil- - lesser planar binding (demons only), 12th ity works like an augury spell, and gives - planar binding (demons only), 14th - ban- only a bird’s eye view of the location of the ishment, 16th - greater planar binding (de- Tower’s point of manifestation, not specific mons only), 18th - gate. geographical names or locations. Hellish Augmentation (Su) Fiendish Corrupter (Furiex Witch) At 2nd level, a fiendish corrupter can aug- Archetype ment her spells by mixing her blood into Fiendish corrupters are gargoyles who have the casting and drawing a series of intricate succumbed to the use of their body by an runes and diagrams. Augmenting a spell in infernal or demonic agency. Sometimes, this way adds both a somatic component this initial contact is made voluntarily, other (the actual scribing of the diagrams and times, it is compelled. As the gargoyle ma- symbols) and a material component (the tures and learns, it gradually begins to un- blood) to the spell, and increases its cast- derstand the potential this onetime link could ing time to a number of rounds equal to provide. Instead of running from fiendish the spell’s level (if the spell’s casting time is possession, they embrace it, allowing it to already 1 minute or more, the casting time fuel their magical and physical abilities. is not altered). Augmenting a spell in this manner increases its effective caster level by Prerequisites +1 for every four levels the fiendish corrupt- Member of the Furiex tribe, previous con- er has. A fiendish corrupter can augment tact with evil outsider her spells in this manner once per day at 2nd level, plus one additional time per day Granted Powers for every even-numbered magus level she gains. Use of this ability causes one point of A fiendish corrupter has the following class temporary Constitution damage, which can features: be healed magically, or naturally.

77 This ability replaces the witch’s hex gained rupter until the witch disperses the effect, at 2nd level. or someone or something else disturbs the blood etchings. Possessed Familiar (Sp) At 12th level, and then again every two ma- At 8th level, a fiendish corrupter can use her gus levels thereafter, the infernal corrupter familiar as a link between herself and her can maintain an additional blood gate. The extra planar patron. Once per week, she effects of multiple blood gates stack. may use this link to cast contact other plane as a spell-like ability, at a caster level equal Each use of this power drains two points to her magus level. The entity contacted re- of Constitution, which cannot be healed or plies to the magus via her familiar (which returned to the fiendish corrupter unless the speaks in a strange disembodied voice), blood gate being created is dispelled. If the via telepathic contact, or by some similarly gate is destroyed or defaced, the fiendish disconcerting method of communication. corrupter immediately regains one point of When a fiendish corrupter uses this method Constitution, but the other is treated as abil- to contact other planes, she gains a +4 bo- ity drain. nus on the Intelligence check to avoid the This ability replaces the witch’s hex gained decrease to Intelligence and Charisma. If she at 12th level. still fails the save, the Intelligence/Charisma decrease lasts only 24 hours rather than a number of weeks. This ability replaces the witch’s hex gained at 8th level.

Blood Gates (Su) At 12th level, a fiendish corrupter can cre- ate a weakening in the fabric of the plane, attuning it to the demesne of the witch’s fiendish patron. She does this by spending 2d4 minutes inscribing a number of runes in blood on a solid surface (such as a wall, tree, stone floor, or structure) with her fin- gers. The exact configuration of these equa- tions is unique to each fiendish corrupter. From that point on, when she uses the in- scribed point as a location to summon ex- tra planar creatures, she gains a +1 bonus to her level, for the purposes of determin- ing the HD or type of creature that can be summoned. Once a dimensional waypoint is set, it remains active for that fiendish cor-

78 Gargoyle Racial Feats Stone Flesh Age has hardened your flesh, becoming Undying Fury even more dense and stonelike. Prerequisites: Diehard. Prerequisites: Gargoyle, 3 HD+ Benefit: Whenever a member of this race Benefit: You gain DR 1/magic. is reduced to negative hit points and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Gargoyle Racial Armor Class. Traits Chalkblood Driven Purpose (Magic) Prerequisites: Awakened Gargoyle Prerequisites: Gargoyle, Iron Will Benefit: Members of this race gain DR 1/- against bleed damage. Benefit: At 1st, 8th, and 16th level, mem- bers of this race gain a +1 bonus to will saves Truthseeker when resisting magic in defense of another gargoyle. Prerequisites: Trumeau bloodline Benefit: Members of this race gain a +2 Razor-honed Claws (Combat) trait bonus to Sense Motive checks, and Prerequisites: Gargoyle Sense Motive is a class skill for the gargoyle. Benefit: You can sharpen your claws on raw Deft Wings stone, inflicting +1 point of damage on the first attack made by your claws afterwards. Your aerial maneuvers make it difficult for your foes to strike you. Patience of Stone (Social) Prerequisites: Ability to Fly Prerequisites: Gargoyle Benefit: At any time you are flying and Benefit: Your ability to patiently listen and move more than 30’, you gain a +1 dodge outlast others grants you a +2 racial bonus bonus to AC. to Diplomacy. Winged Dodge Oversized Claws (Combat) You can use your wings to quickly dodge inconvenient circumstances. Prerequisites: Gargoyle Prerequisites: Ability to Fly, Deft Wings Benefit: You gain a +1 trait bonus to dam- age and critical hit confirmation when mak- Benefit: Once per round, as an immediate ing claw attacks. action, when you provoke an attack of op- portunity, you may instead take a five-foot step backwards.

79 Orlock’s Avenger (Magic) Sept Historian (Social) Prerequisites: Gargoyle Prerequisites: Gargoyle Benefit: You’ve focused on your hatred of Benefit: You memorize the lore of your wizards for a very long time. You gain a +3 people and are able to tell all the tales of trait bonus on Knowledge (Arcane) checks your creation and tribe history. You gain about arcane magic-users and gain a +2 trait a +2 trait bonus on Knowledge (history) bonus on Will saves against mind-affecting checks relating to gargoyles, and Knowl- spells and abilities from arcane magic-users. edge (history) is a class skill for you.

Humanoid Features (Social) All-Seeing (Social) Prerequisites: Gargoyle Prerequisites: Gargoyle Benefit: You appear mostly humanoid in Benefit: Your ability to hide in plain sight as nature, seeming more natural in appear- a fixture of the city allows you to perceive ance. You gain a +2 bonus to Diplomacy the goings-on of the city and understand its when dealing with other humanoid races. ebb and flow. You gain a +2 trait bonus on Knowledge (local) checks and any Per- Demonic Features (Social) ception check relating to spotting city-based events. Prerequisites: Gargoyle Benefit: You appear very demonic and Able Winged (Combat) frightening in nature. You gain a +2 trait Prerequisites: Gargoyle bonus to Intimidate checks against non-gar- goyle humanoids and Intimidate is a class Benefit: Your flight ability is superior to skill for you. most, and you enjoy the feeling of flight. You gain a +1 trait bonus to Reflex saves Beast Headed (Social) (when flying) and a +5 trait bonus to Fly checks. Prerequisites: Gargoyle Benefit: You have the head of a beast (lion, Earth Master (Combat) bull, etc.), instead of a traditional gargoyle Prerequisites: Gargoyle head. You gain a +2 to handle animal checks when interacting with a species re- Benefit: Any creature you summon with lated to the type of head you have (lion- the [Earth] type has +1 additional hit point headed would work for any feline, wolf- per hit die. headed would work for any canine, etc.). Unyielding Form (Gargoyle) Prerequisites: Gargoyle Benefit: Your body is crafted in a sturdy fashion. You gain a +1 trait bonus on all Fortitude saves.

80 Gargoyle Spellcasting Normal: A gargoyle with spell resistance effect by 1. You must choose to activate You can use this ability a number of times Disruptive Resistance )Defensive casting a divine spell cannot suppress their this ability when you declare you are per day equal to your primary spell Combat Feat) spell resistance, and must overcome it to channeling, before any dice are rolled. casting attribute’s modifier. Spell Resis- The Universal Rules for monsters dictate successfully cast. For every five class levels you have in the tance lost in this manner is restored after You have learned how to focus your that spell resistance should never interfere class which allows you to channel energy, a full night’s sleep. innate resistance to magic to interfere with with the use of magical abilities, items, or you can increase the number of points of the effectiveness of magic which has spellcasting. Due to the unique composition Improved Suppressed Spell Re- spell resistance you can sacrifice when overcome your resistances. of Awakened Gargoyles and their kin, this sistance (Racial Spellcasting Feat) Resistant Shielding (Defensive activating this power by 2. You can use rule is adjusted for divine spellcasters. Combat Feat) this ability a number of times per day Prerequisites: Gargoyle with Spell Resis- Because gargoyles are so far from the natu- You have gained advanced insight into equal to your primary spell casting attri- tance 11 or greater, Improved Resistant ral order, they are constantly working how to overcome your magic-resistant You have learned how to focus your bute’s modifier. Shielding against their own makeup to channel the nature. innate resistance to magic to help bypass divine. the effects of magic, even when your Spell Resistance lost in this manner is Prerequisites: Gargoyle with Spell Resis- resistance is insufficient to protect you Benefit: Whenever you are affected by a restored after a full night’s sleep. spell or spell-like ability which has over- It should be noted that this does not inter- tance 11 or greater, Suppressed Spell entirely. come your spell resistance, and you have rupt the use of divine magic items which Resistance. failed a saving throw against that spell, as mirror the effect of a spell, but does alter Puissant Spellcasting (Metamagic Prerequisites: Gargoyle with Spell Resis- an immediate action before the spell magic items (scrolls, staffs) which allow a Benefit: When casting a divine spell, you Feat) tance 5 or greater, Natural Armor Bonus effect resolves, you can sacrifice ten points user to cast a spell. can use a full-round action to cast the Benefit: Whenever a spell or spell-like spell, and not have to roll to overcome You have learned how to drain your ability has overcome your spell resistance, of spell resistance. When you do you may choose one of the following effects, This challenge is intentional, and part of the your spell resistance to successfully cast. innate resistance to magic to fuel the spells as an immediate action you can choose to which are applied to the incoming magi- flavor of the gargoyles presented in this During the time you execute this you can cast. sacrifice five points of spell resistance. If cal effect: text. For a GM who dislikes this flavor, and full-round action, you are not protected you do, you gain an inherent +2 bonus the rule complexity it entails, you can by spell resistance. Prerequisites: Gargoyle with Spell Resis- on the saving throw to avoid the effects •If the spell deals damage, reduce simply ignore the following racial spellcast- tance 5 or greater, spell casting class of that spell. If the spell does not allow a the damage of the spell by one point per ing feats related to divine magic. Normal: A gargoyle with spell resistance save, this ability has no effect. Spell Resis- casting a divine spell cannot suppress their Benefit: You can sacrifice two points of tance lost in this manner are restored after die of damage it deals. Suppressed Spell Resistance (Ra- spell resistance to cast. spell resistance to apply any metamagic a full night’s sleep. feat you have, with a level adjustment of •If the spell does not deal damage cial Spellcasting Feat) one spell level, to the spell you are about but has a duration, lessen the duration of Puissant Channeling (Channeling Improved Resistant Shielding the spell by one unit of time the duration Feat) to cast. You must choose to activate this (Defensive Combat Feat) You have learned how to partially over- ability when you declare you are casting is listed in (rounds, minutes, hours, days). come your magic-resistant nature, making the spell, before any dice are rolled. you a more successful spell caster. You have learned how to augment your You have learned how to focus your •If the duration is permanent, you ability to channel energy by sacrificing innate resistance to greatly improve your For every five class levels you have in the gain one additional save 24 hours after your natural resistance to magic temporar- chances against magic powerful enough Prerequisites: Gargoyle with Spell Resis- class which allows you to cast spells, you the spell’s effect. If you make that save, ily. to overcome that resistance. tance 5 or greater, Divine Spellcaster can increase the number of points of spell the spell’s hold on you is broken. resistance you can sacrifice when activat- Prerequisites: Gargoyle with Spell Resis- Prerequisites: Resistant Shielding, Spell Benefit: When casting a divine spell, you ing this power by 2. This increase allows This ability can only be used on spells tance 5 or greater, Channel Energy Class Resistance 11 or greater can suppress your spell resistance for a full you to modify spells with multiple which target you. If it is used against a Ability round as a standard action, allowing you metamagic feats with an adjustment of spell or ability which targets you and Benefit: Whenever you activate your to cast a divine spell on your turn the one spell level, or combine the available others, the mitigated effects are only Benefit: You can sacrifice two points of resistant shielding to boost your save following round. From the time you points to apply a higher level metamagic applied to you, not any other targets of spell resistance to add either a one point against an incoming spell or spell-like begin this process until your spell is cast, feat. the spell. you are not protected by spell resistance. bonus per die to your channeling, or ability, roll two dice on your saving increase the DC to resist the channeling throw, and use the higher roll.

81 Normal: A gargoyle with spell resistance effect by 1. You must choose to activate You can use this ability a number of times Disruptive Resistance )Defensive casting a divine spell cannot suppress their this ability when you declare you are per day equal to your primary spell Combat Feat) spell resistance, and must overcome it to channeling, before any dice are rolled. casting attribute’s modifier. Spell Resis- successfully cast. For every five class levels you have in the tance lost in this manner is restored after You have learned how to focus your class which allows you to channel energy, a full night’s sleep. innate resistance to magic to interfere with Improved Suppressed Spell Re- you can increase the number of points of the effectiveness of magic which has sistance (Racial Spellcasting Feat) spell resistance you can sacrifice when Resistant Shielding (Defensive overcome your resistances. activating this power by 2. You can use Combat Feat) this ability a number of times per day You have gained advanced insight into Prerequisites: Gargoyle with Spell Resis- equal to your primary spell casting attri- how to overcome your magic-resistant You have learned how to focus your tance 11 or greater, Improved Resistant bute’s modifier. nature. innate resistance to magic to help bypass Shielding the effects of magic, even when your Spell Resistance lost in this manner is Prerequisites: Gargoyle with Spell Resis- resistance is insufficient to protect you Benefit: Whenever you are affected by a restored after a full night’s sleep. tance 11 or greater, Suppressed Spell entirely. spell or spell-like ability which has over- Resistance. come your spell resistance, and you have Puissant Spellcasting (Metamagic Prerequisites: Gargoyle with Spell Resis- failed a saving throw against that spell, as Benefit: When casting a divine spell, you Feat) tance 5 or greater, Natural Armor Bonus an immediate action before the spell can use a full-round action to cast the Benefit: Whenever a spell or spell-like effect resolves, you can sacrifice ten points spell, and not have to roll to overcome You have learned how to drain your ability has overcome your spell resistance, of spell resistance. When you do you may your spell resistance to successfully cast. innate resistance to magic to fuel the spells as an immediate action you can choose to choose one of the following effects, During the time you execute this you can cast. sacrifice five points of spell resistance. If which are applied to the incoming magi- full-round action, you are not protected you do, you gain an inherent +2 bonus cal effect: by spell resistance. Prerequisites: Gargoyle with Spell Resis- on the saving throw to avoid the effects tance 5 or greater, spell casting class of that spell. If the spell does not allow a •If the spell deals damage, reduce Normal: A gargoyle with spell resistance save, this ability has no effect. Spell Resis- the damage of the spell by one point per casting a divine spell cannot suppress their Benefit: You can sacrifice two points of tance lost in this manner are restored after die of damage it deals. Suppressed Spell Resistance (Ra- spell resistance to cast. spell resistance to apply any metamagic a full night’s sleep. feat you have, with a level adjustment of •If the spell does not deal damage cial Spellcasting Feat) one spell level, to the spell you are about but has a duration, lessen the duration of Puissant Channeling (Channeling Improved Resistant Shielding the spell by one unit of time the duration Feat) to cast. You must choose to activate this (Defensive Combat Feat) You have learned how to partially over- ability when you declare you are casting is listed in (rounds, minutes, hours, days). come your magic-resistant nature, making the spell, before any dice are rolled. you a more successful spell caster. You have learned how to augment your You have learned how to focus your •If the duration is permanent, you ability to channel energy by sacrificing innate resistance to greatly improve your For every five class levels you have in the gain one additional save 24 hours after your natural resistance to magic temporar- chances against magic powerful enough Prerequisites: Gargoyle with Spell Resis- class which allows you to cast spells, you the spell’s effect. If you make that save, ily. to overcome that resistance. tance 5 or greater, Divine Spellcaster can increase the number of points of spell the spell’s hold on you is broken. resistance you can sacrifice when activat- Prerequisites: Gargoyle with Spell Resis- Prerequisites: Resistant Shielding, Spell Benefit: When casting a divine spell, you ing this power by 2. This increase allows This ability can only be used on spells tance 5 or greater, Channel Energy Class Resistance 11 or greater can suppress your spell resistance for a full you to modify spells with multiple which target you. If it is used against a Ability round as a standard action, allowing you metamagic feats with an adjustment of spell or ability which targets you and Benefit: Whenever you activate your to cast a divine spell on your turn the one spell level, or combine the available others, the mitigated effects are only Benefit: You can sacrifice two points of resistant shielding to boost your save following round. From the time you points to apply a higher level metamagic applied to you, not any other targets of spell resistance to add either a one point against an incoming spell or spell-like begin this process until your spell is cast, feat. the spell. you are not protected by spell resistance. bonus per die to your channeling, or ability, roll two dice on your saving increase the DC to resist the channeling throw, and use the higher roll.

82 Normal: A gargoyle with spell resistance effect by 1. You must choose to activate You can use this ability a number of times Disruptive Resistance (Defensive casting a divine spell cannot suppress their this ability when you declare you are per day equal to your primary spell Combat Feat) spell resistance, and must overcome it to channeling, before any dice are rolled. casting attribute’s modifier. Spell Resis- successfully cast. For every five class levels you have in the tance lost in this manner is restored after You have learned how to focus your class which allows you to channel energy, a full night’s sleep. innate resistance to magic to interfere with Improved Suppressed Spell Re- you can increase the number of points of the effectiveness of magic which has sistance (Racial Spellcasting Feat) spell resistance you can sacrifice when Resistant Shielding (Defensive overcome your resistances. activating this power by 2. You can use Combat Feat) this ability a number of times per day You have gained advanced insight into Prerequisites: Gargoyle with Spell Resis- equal to your primary spell casting attri- how to overcome your magic-resistant You have learned how to focus your tance 11 or greater, Improved Resistant bute’s modifier. nature. innate resistance to magic to help bypass Shielding the effects of magic, even when your Spell Resistance lost in this manner is Prerequisites: Gargoyle with Spell Resis- resistance is insufficient to protect you Benefit: Whenever you are affected by a restored after a full night’s sleep. tance 11 or greater, Suppressed Spell entirely. spell or spell-like ability which has over- Resistance. come your spell resistance, and you have Puissant Spellcasting (Metamagic Prerequisites: Gargoyle with Spell Resis- failed a saving throw against that spell, as Benefit: When casting a divine spell, you Feat) tance 5 or greater, Natural Armor Bonus an immediate action before the spell can use a full-round action to cast the Benefit: Whenever a spell or spell-like effect resolves, you can sacrifice ten points spell, and not have to roll to overcome You have learned how to drain your ability has overcome your spell resistance, of spell resistance. When you do you may your spell resistance to successfully cast. innate resistance to magic to fuel the spells as an immediate action you can choose to choose one of the following effects, During the time you execute this you can cast. sacrifice five points of spell resistance. If which are applied to the incoming magi- full-round action, you are not protected you do, you gain an inherent +2 bonus cal effect: by spell resistance. Prerequisites: Gargoyle with Spell Resis- on the saving throw to avoid the effects tance 5 or greater, spell casting class of that spell. If the spell does not allow a •If the spell deals damage, reduce Normal: A gargoyle with spell resistance save, this ability has no effect. Spell Resis- the damage of the spell by one point per casting a divine spell cannot suppress their Benefit: You can sacrifice two points of tance lost in this manner are restored after die of damage it deals. Suppressed Spell Resistance (Ra- spell resistance to cast. spell resistance to apply any metamagic a full night’s sleep. feat you have, with a level adjustment of •If the spell does not deal damage cial Spellcasting Feat) one spell level, to the spell you are about but has a duration, lessen the duration of Puissant Channeling (Channeling Improved Resistant Shielding the spell by one unit of time the duration Feat) to cast. You must choose to activate this (Defensive Combat Feat) You have learned how to partially over- ability when you declare you are casting is listed in (rounds, minutes, hours, days). come your magic-resistant nature, making the spell, before any dice are rolled. you a more successful spell caster. You have learned how to augment your You have learned how to focus your •If the duration is permanent, you ability to channel energy by sacrificing innate resistance to greatly improve your For every five class levels you have in the gain one additional save 24 hours after your natural resistance to magic temporar- chances against magic powerful enough Prerequisites: Gargoyle with Spell Resis- class which allows you to cast spells, you the spell’s effect. If you make that save, ily. to overcome that resistance. tance 5 or greater, Divine Spellcaster can increase the number of points of spell the spell’s hold on you is broken. resistance you can sacrifice when activat- Prerequisites: Gargoyle with Spell Resis- Prerequisites: Resistant Shielding, Spell Benefit: When casting a divine spell, you ing this power by 2. This increase allows This ability can only be used on spells tance 5 or greater, Channel Energy Class Resistance 11 or greater can suppress your spell resistance for a full you to modify spells with multiple which target you. If it is used against a Ability round as a standard action, allowing you metamagic feats with an adjustment of spell or ability which targets you and Benefit: Whenever you activate your to cast a divine spell on your turn the one spell level, or combine the available others, the mitigated effects are only Benefit: You can sacrifice two points of resistant shielding to boost your save following round. From the time you points to apply a higher level metamagic applied to you, not any other targets of spell resistance to add either a one point against an incoming spell or spell-like begin this process until your spell is cast, feat. the spell. you are not protected by spell resistance. bonus per die to your channeling, or ability, roll two dice on your saving increase the DC to resist the channeling throw, and use the higher roll.

83 Gargoyle Paragon Role: Most Gargoyle Paragons are primar- ily melee warriors, enjoying their sheer size Prestige Class and physical abilities. As creatures of magic, awakened and given Alignment: Gargoyle Paragons may be of sentience of their own, gargoyles are truly any alignment. magical creatures who exist outside of the Hit Die: d10. natural order. They continue to grow in strength with age, Requirements and the Gargoyle Paragon is an example of To qualify to become a Gargoyle Paragon, that growth. The Gargoyle Paragon is more a character must fulfill all the following cri- than just a gargoyle with class levels, it is a teria. creature that gives in to its natural abilities, truly a paragon among its kind. Race: Gargoyle.

Any variety of gargoyles can become a Skills: Knowledge (arcana) 5 ranks. Gargoyle Paragon, and those that trade the power of other paths for that of their Feats: Stone Flesh own innate abilities become wicked physi- cal combatants. Other: As they grow upon the path of the Gar- goyle Paragon, their flesh becomes harder Class Skills than stone itself, their natural attacks be- The Gargoyle Paragon’s class skills (and come much more dangerous and they mas- the key ability for each skill) are Acrobat- ter flight. At their penultimate ability they ics (Dex), Climb (Str), Fly (Dex), Intimidate become a true elemental being. (Cha), Knowledge (Arcana) (Int), Percep- tion (Wis) and Stealth (Dex). Table: Gargoyle Paragon

Level BAB Fort Ref Will SPECIAL 1 +1 +2 +2 +0 Natural Armor Increase (+1), Improved Claw Dam- age, Increased Damage Resistance 2 +2 +3 +3 +0 Ability Boost (+2 Con), Bonus Racial Feat, Increased Damage Resistance 3 +3 +3 +3 +1 Improved Flight, Improved Natural Armor (+2), In- creased Damage Resistance 4 +4 +4 +4 +1 Ability Boost (+2 Int or Cha), Bonus Racial Feat, In- creased Damage Resistance 5 +5 +4 +4 +1 Elemental Transformation, Increased Damage Resist- ance

84 Skill Ranks at Each Level: 2 + Int modi- Increased Damage Resistance (Ex): Your fier. damage reduction increases by +1 DR/magic. Natural Armor Increase (Ex): Your natu- Ability Boost (Ex): You gain a +2 inherent ral armor improves by +1. bonus to the listed ability score. Improved Claw Damage (Ex): Your claw Bonus Racial Feat (Ex): You gain a bonus damage increases by one die type. feat. You must choose this bonus feat from any gargoyle racial feat.

Gargoyle Magic Razor Claws School necromancy; Level druid 2, ranger 1 Mortarblood CASTING School transmutation; Level cleric/oracle 5, sorcerer/wizard 5 Casting Time 1 standard action CASTING Components V, S, DF Casting Time 1 standard action EFFECT Components V, S, DF Range touch EFFECT Targets living gargoyle touched Range touch Duration 1 round/level Target gargoyle touched Saving Throw Fortitude negates (harm- Duration 1 round/level less); Spell Resistance yes (harmless) Saving Throw Fortitude negates (harm- DESCRIPTION less); Spell Resistance yes (harmless) You give a creature the ability to deal bleed DESCRIPTION damage when making natural attacks so The targeted gargoyle gains fast healing 5. long as the attack deals slashing or piercing This does not stack with any fast healing the damage. This bleed damage for each attack gargoyle already has. Mortarblood has no is equal to one-half your caster level (limit- effect on a gargoyle that has been brought ed to the creature’s maximum damage with to 0 hit points or below. that attack), though bleed damage does not stack. When two or more attacks deal bleed A gargoyle successfully healed by this spell damage, take the worse effect. gains the benefit of the Fast Healer feat for their next rest. Strengthen Wings School transmutation; Level alchemist 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1;

85 CASTING Saving Throw Will negates (harmless); Casting Time 1 standard action Spell Resistance yes (harmless) Components V, S, F (a bone from a DESCRIPTION winged animal) This spell allows gargoyles who have been EFFECT injured in battle a fighting chance to win back some vitality upon entering into their Range touch stony slumber. This spell acts as a combina- Target winged gargoyle touched tion of lesser restoration, delay poison, and Duration 1 round/level or until target delay disease for the duration of the target’s lands stony slumber. The positive effects of the Saving Throw Will negates (harmless); lesser restoration only take effect at the end Spell Resistance yes (harmless) of the sleep cycle, assuming it is uninter- rupted. If the sleep cycle is interrupted, the DESCRIPTION spell’s magic fizzles, with no further effect. This spell allows a gargoyle with gliding At the point they awaken, the target of the wings to fly per the fly spell. If the gargoyle spell can take one save against a single poi- can already fly with their wings, they gain son or disease still affecting it to be freed of +30 to their fly speed, and a one-step im- its ravages. provement in maneuverability rating until the spell ends. Creatures can only enjoy the benefits of this spell once in any 1-week period. The spell ends immediately if the target stops using flight as its primary form of mo- Slumbering Guardian tion, or if it stops moving by landing or clutching to a vertical or horizontal surface. School conjuration (creation); Level sor- cerer/wizard 3, summoner 2 Slumbering Cure CASTING School necromancy; Level alchemist 2, Casting Time 1 standard action cleric/oracle 3, druid 3, ranger 2 magus 2, Components V, S, M (a chip of a gar- sorcerer/wizard 2, summoner 2, witch 2 goyle’s stony hide) CASTING EFFECT Casting Time 10 minutes Range close (25 ft. + 5 ft./2 levels) Components V, S, M (a small quartz gar- Effect spectral guardian bound within 30’ goyle statue worth 150 gp) radius of caster EFFECT Duration 1 hour/caster level or until dis- charged, then 1 round/caster level; see text Range touch Saving Throw none; Spell Resistance Target gargoyle touched with stony slum- no ber trait Duration 8 hours DESCRIPTION

86 You conjure up a spectral guardian, resem- DESCRIPTION bling a translucent Bêtes of small size. It This spell uses magic to manipulate the natu- hides (DC 20+ level of caster to spot it), ral weaknesses of gargoyles. Any gargoyles and guards the area where it was conjured within the area of effect get a save. If a (it cannot move beyond the bounds of the target fails their save, it immediately triggers initial casting). their stony slumber, forcing them into petri- When any creature detectable by lifesense fied sleep for 8 hours. approaches within 10’ of slumbering gar- If a target makes the save, or if they do not goyles within the spell’s area of effect, the have the stony slumber racial trait, they are guardian will pounce on the slumbering slowed for 1 round/caster level. gargoyles, dealing 1d4+1 points of force subdual damage, and awakening it imme- diately. Gargoyle Artifice If there are multiple slumbering gargoyles, Though there have not been many pro- the guardian will awaken the most power- digious gargoyle magic users, some have ful gargoyle first, then work its way down, ascended far enough in the arcane arts to unless otherwise instructed at the time the create items useful specifically to their own spell is cast. kind. These are a few of them: The spell lasts for 1 hour per caster level, but once the guardian is moved to action, Stonesalve Mortar it lasts only 1 round per caster level. If the Aura strong abjuration and transmutation; caster ever moves more than 100 feet from CL 8th the point the spell was cast, it ends imme- Slot —; Price 1,500 gp per ounce; diately. Weight — Slumbering Call Description School enchantment (compulsion) [mind- This ointment has two uses. If an ounce of affecting]; Level cleric/oracle 3, sorcerer/ it is applied to the flesh of an injured gar- wizard 4, witch 4 goyle, it acts as a mortarblood spell. If an ounce of it is applied to the flesh of an un- CASTING damaged gargoyle, it protects the creature as a stoneskin spell. Components V, S, M (masterwork sand- stone carving of a gargoyle, worth 500 gp) Construction Requirements EFFECT Craft Wondrous Item, stoneskin; Cost 750 Range close (25 ft. + 5 ft./2 levels) gp Effect 30’ radius burst Clawed Gauntlets Saving Throw Will partial Spell Resist- ance no Aura faint transmutation; CL 5th

87 Slot hands; Price 18,000 gp; Weight 1/2 regardless of whether or not the ranged at- lbs. tack is successful. If the item survives use, it DESCRIPTION recharges its venom in 24 hours. These cruelly barbed metal gauntlets fit A greater tail cap functions just like a nor- over the clawed hands of gargoyles, making mal tail cap, except the save DC against the their natural attacks far more lethal. In ad- poison is increased by 2 and it contains 12 dition to providing a +1 to hit and damage rounds of exposure. made by claw attacks, the gauntlets cause Greater tail caps are destroyed 50% of the the claw attacks to deal damage as if the gargoyle wearing them were one size cat- time they are used. egory larger than they are. CONSTRUCTION REQUIREMENTS Clawed Gauntlets can be enchanted with Craft Magic Arms and Armor, poison Cost additional weapon enchantments, as any varies; Standard 277 gp, Greater 527 gp other weapon. Wearing clawed gauntlets provide a +2 mo- Drop Harness rale bonus to intimidate checks, but a -2 to Aura moderate transmutation; CL 9th; any dexterity-based skills requiring the use Weight 12 lbs.; Price 12,000 gp of hands (acrobatics, disable device, sleight of hand, etc.). DESCRIPTION

CONSTRUCTION REQUIREMENTS Loadstone studs line the straps of this or- nate leather harness, which has six rune-en- Craft Wondrous Item, alter self; Cost 9,000 crusted apple-sized rocks clipped to it. gp. As a standard action, you can charge and Tailcaps drop one of the six rocks clipped to the har- ness. The rock enlarges as it falls, to the Aura faint enchantment; CL 5th; Weight size of a large boulder, and detonates when 1/20 lb.; Price varies; Standard 547 gp, it strikes a target as a ranged touch attack. Greater 1,047 gp; The rock must be dropped from over 60’ in order for the magic to enlarge it before DESCRIPTION detonation, otherwise it deals 1d6 points of This odd crystalline and metal dart fits over damage. the end of a gargoyle’s tail, allowing them Any creature struck by the enlarged pro- to employ their normally non-offensive jectile takes 3d6+5 points of bludgeoning appendages in a deadly manner. The dart damage. Creatures adjacent to the target contains a single dose of a poison most sim- within 10’ take half damage as splash dam- ilar to cockatrice spit, which will affect the age, or no damage if they make a DC 15 target for six rounds if a successful ranged Reflex saving throw. If the attack roll misses, attack is made with the dart. Successful or treat the rock as a thrown splash weapon to not, the frail construction of the dart results determine where it lands. in its destruction 75% of the time it is used,

88 The boulder collapses into rubble and dust History at the end of its path or if it encounters an obstacle it cannot break through or roll The Stonecraft Magi are a small collection over, creating a 10-foot-square area of dif- of magic users who see the inherent value ficult terrain. in awakened gargoyles. Far more capable than the normal automaton constructs, Each harness has six stones, which cannot awakened gargoyles could fulfill a valuable be replaced or recharged. slave market, without any of the messy eth- ical issues of enslaving other living beings. CONSTRUCTION REQUIREMENTS Their enclave, built around a fortress of ar- Craft Wondrous Item, wall of stone; Cost cane and extraplanar power, houses a cadre 6,000 gp. of artificers and arcanists whose central goal is the discovery of making free-willed but Gargoyle Enemies controllable constructs. The Obsidian Ziggurat is a veritable treas- Adventurers and monsters aside, gargoyles ure-trove of gargoyle lore, legends, and in- have several specific enemies, who seek to formation. Some members have done field control, eliminate, or enslave them. These studies, mapping lairs, and attempting to are some ideas for some campaign roots observe social groups and structures. Some which could be used as a means of challeng- have focused on the gargoyles themselves, ing a gargoyle party, or providing a hook testing, and improving on existing con- to introduce NPC gargoyle enemies, if the structs. The most dangerous of the group, PC’s are aligned with one or more of these to gargoyles, are the ones who believe the organizations. only way they can understand the secrets they seek is by capturing, studying, and oc- Stonecraft Magi casionally vivisecting free-willed gargoyles, to see what makes them different from oth- Type Magical er constructs. Leader Master Summoner Arwan Bvent Alignment LN Methods & Organization HQ The Obsidian Ziggurat Arwan Bvent, the founding leader of the Goals Master the creation of awakened organization, entrapped and studied an gargoyles awakened gargoyle for several years, be- Scope Urban areas with magic users in fore it escaped. He is obsessed with finding abundance the “secret” of their creation. His organi- zation’s contacts will diligently pass rumors Structure Loose affiliation of ranked mem- back to him of any gargoyle wings or en- bers claves they come across. Members Summoners, Artificers, and Golem-Makers

89 The Magi make high-quality constructs, 1—endure elements, enlarge person, life which they sell at exorbitant prices, which conduit, magic fang, ray of sickening they in turn use to fund their research and (DC15) spy/mercenary networks seeking informa- 0—acid splash (DC 14), detect magic, mend- tion about “smart” gargoyles. Arwan firmly ing, message, resistance believes that the intelligence of awakened gargoyles is a matter tied to creation. The STATISTICS Stonecraft Magi pay significant bounties to Str 9, Dex 12, Con 11, Int 14, Wis 14, Cha anyone who can bring in a live gargoyle for 18 them to study. Base Atk +8; CMB +7; CMD 18 Important Members Feats Augment Summoning, Craft Con- struct, Craft Wondrous Items, Empower Master Summoner Arwan Bvent Spell, Eschew Materials, Lightning Reflexes, (Leader of Stonecraft Magi) Spell Focus (conjuration) Skills Craft (stonecutting) +9, Knowledge XP 9,600 (arcana) +9, Knowledge (history) +9, Male human summoner 11 LE Medium hu- Knowledge (local) +9, Knowledge (planes) manoid Init +1; Senses Perception +2 +10, Knowledge (religion) +8, Linguistics DEFENSE +14, Ride +10, Spellcraft +20, Use Magic AC 18, touch 11, flat-footed 17 (+6 armor, Device +19 +1 natural, +1 Dex) hp 68 (11d8) Fort +6, Languages Aquan, Abyssal, Common, Ref +9, Will +12 Draconic, Dwarven, Elven, Giant, Goblin, Kobold, Ignan, Infernal, Terran OFFENSE SQ aspect, bond senses, eidolon, life link, Speed 30 ft. maker’s call, shield ally, transposition Melee +2 spear +9/+4 (1d8+1) Combat Gear potions of cure light Spell-Like Abilities (CL 11th; concentra- wounds (3), potion of cure moderate tion +15) wounds, +2 spear,; Other Gear +2 mith- 7/day—summon monster VI ral chain shirt, amulet of natural armor+1, Summoner Spells Prepared (CL 11th; con- cloak of resistance +3, spell component centration +15) pouch, 67 gp 4— evolution surge, greater, hostile juxta- PC Gear +40,000 gp position (DC 18), magic jar (DC 18) Arwan is a cunning opponent, who is sur- 3—dispel magic, invisibility, greater, obsid- rounded at all times by a trio of guardian ian flow (DC 17), protection from energy, gargoyles. He avoids surprise combat at all rejuvenate eidolon costs, leaving his eidolon (a gargoyle-like 2— barkskin, bull’s strength, detect humanoid) to stall while he escapes, invis- thoughts, haste, summon eidolon ible, if he is caught off-guard.

90 Oculous (Arwan’s Eidolon) Special Abilities Biped (Claws) Critical Focus +4 to confirm critical hits. LE Medium Outsider Devotion +4 (Ex) +4 Morale bonus on Init +3; Senses darkvision 60 ft.; Percep- Will Saves vs. Enchantments. tion +2 Evasion (Ex) No damage on successful re- DEFENSE flex save. AC 27, touch 13, flat-footed 24 (+3 Dex, Fast Healing 1 (Ex) You heal damage every +14 natural) round if you have > 1 Hp. hp 72 (9d10+18); fast healing 1 Flight (30 feet, Good) You can fly! Fort +8, Ref +6, Will +6 (+4 morale bo- nus vs. Enchantment spells and effects) Grab (Medium) (Ex) You can start a grap- ple as a free action if you hit with the desig- Defensive Abilities evasion; SR 22 nated weapon. OFFENSE Multiattack / Extra Attack Multiattack or Speed 30 ft., flight (30 feet, good) second attack with primary weapon at a -5 Melee Claw x2 (Claws) +14 x2 (1d4+5 plus penalty. grab/x2) and Wing x2 (Wing Buffet) +12 x2 Power Attack -3/+6 You can subtract (1d4+2/x2) from your attack roll to add to your dam- STATISTICS age. Str 20, Dex 16, Con 15, Int 7, Wis 10, Spell Resistance (22) You have Spell Re- Cha 11 sistance. Base Atk +9; CMB +14 (+18 Grappling); Vital Strike Standard action: x2 weapon CMD 27 damage dice. Feats Alertness, Critical Focus, Multiattack, Power Attack -3/+6, Stealthy, Vital Strike Evolutions Skills Climb +14, Escape Artist +7, Fly +7, Bipedal (Claws) Intimidate +9, Knowledge (history) +4, Spell Resistance (4) Knowledge (planes) +5, Linguistics +2, Per- Flight (Wings) (2) ception +2, Sense Motive +6, Stealth +9 Fast Healing (4) Languages Common Wing Buffet (1) SQ devotion +4, multiattack / extra attack Grab (Claw)(2) Improved Natural Armor (1) Improved Natural Armor (1)

91 Guardians of the White Methods & Organization Gates For several centuries, the order founded by Branwin Mawyr have guarded the gate to Type Religious the Heavens. Though they work tirelessly Leader Mother Superior of the Alabaster to prevent any intruders from gaining ac- Crusade cess to the holy site, several decades ago, Alignment LG something unexpected happened. HQ Gateway A bard of the Chercheur tribe wandered to Goals Defense of portal to Heavens Gateway, seeking legends of the celestially Scope Gateway and sites sacred to the Ala- infused Ivorandei, inspired the then head baster Crusade priest of the order to see if such a thing was possible. The reasoning behind such an ex- Structure Organized and ranked religious ploration was simple – gargoyles make fan- order tastic guardians. If they could be crafted in Members Paladins, Clerics and Inquisitors such a manner to defend the good, and up- of the Alabaster Crusade. Keepers of holy hold the strictures of the Crusade, then the places who employ celestially influenced mortal defenders would be freed to spread gargoyles as protectors good around the lands surrounding Gate- History way. The Half-Celestial Branwin Mawyr, like The early attempts by the high priest to cre- many other paladins sent out questing for ate such constructs were catastrophic fail- the gate to the Heavens, assumed his quest ures, the last of which resulted in his death, would never end, and the true purpose and a rampaging unbound golem terror- behind it was his order ensuring that there izing Gateway. The high priest’s successor, were representatives of purity and right- Sister Eliza, now the Mother Superior of the eousness travelling the roads, and eliminat- order, seized her predecessor’s initiative, ing the dangers along the way. Though but took a very different path to realizing thoroughly redacted in the dogmatic writ- it. ings of the Alabaster Crusade, Branwin was Mother Superior Eliza uses divine magic and quite surprised when he actually found the force of arms to “subdue” living gargoyles. gate. She then subjects them to a process of magi- The town of Gateway, a small fortified city cal reprogramming which infuses them with built around the sacred site, is the home of the essence of a celestial. the Alabaster Crusade – an order defending The gargoyle then becomes a new amalgam a live portal to the heavens from any who creature – subservient to the crusade, good- would try to close it, or worse, misuse it. ly in nature and alignment, and a formida- ble defender.

92 Unfortunately, the act which wipes away rounds) memory and personality, in the celestial Cleric Spells Prepared (CL 13th; concentra- infusing process also removes the ageless- tion +20) ness of the gargoyle. In recent years, it has 7th—dictum (DC 24), repulsionD (DC 24), become apparent that many of the early summon monster VII “converts” (as they are referred to within 6th—banishment (DC 23), heal, heroes’ the order) are going to fail in their duties feastD, word of recall due to age and infirmity. 5th—breath of life, flame strike (DC 22), Mother Eliza has subsequently mobilized summon monster V, telepathic bondD, true several of her special agents to delve the seeing wilds and nearby cities for any gargoyles 4th—air walk, dimensional anchor, discern who might be captured or subdued in or- liesD, greater magic weapon, order’s wrath der to refill the ranks – in the name of the (DC 21), tongues sacred defense of the heavens, of course. 3rd—create food and water, dispel mag- D Important Members ic, magic vestment (2), prayer, protection from energy, searing light (DC 20) Mother Superior Eliza of the 2nd—aid, calm emotions (DC 19), enthrallD Alabaster Crusade (DC 19), hold person (DC 19), sound burst XP 19,200 (DC 19), spiritual weapon, status Human cleric 13 1st—command (DC 18), comprehend lan- guages, divine favorD, hide from undead LN Medium humanoid (DC 18), protection from chaos, sanctuary Init +1; Senses Perception +15 (DC 18), shield of faith DEFENSE 0th (at will)—detect magic, guidance, light, AC 15, touch 10, flat-footed 15 (+3 armor, read magicD domain spell; Domains Com- +2 shield) munity, Nobility hp 90 (13d8+26) STATISTICS Fort +13, Ref +7, Will +18 Str 8, Dex 10, Con 15, Int 12, Wis 24, Defensive Abilities unity (2/day) Cha 14 OFFENSE Base Atk +9; CMB +8; CMD 18 Speed 30 ft. Feats Augment Summoning, Craft Con- struct, Craft Rod, Craft Wand, Craft Won- Melee dagger +8 (1d4–1/19–20) drous Item, Leadership, Selective Chan- Ranged light crossbow +9 (1d8/19–20) neling, Spell Focus (conjuration), Spell Special Attacks channel positive energy 5/ Penetration, day (DC 18, 7d6) Skills Diplomacy +11, Heal +11, Knowl- Domain Spell-Like Abilities (CL 13th; edge (arcana) +6, Knowledge (local) +10, concentration +20) Knowledge (nobility) +10, Knowledge 10/day—calming touch, inspiring word (6 (religion) +16, Linguistics +10, Perception

93 +15, Sense Motive +15, Spellcraft +16 beasts +2, undead +2) Languages Aquan, Auran, Celestial, Com- Ranger Spells Prepared (CL 10th; concentra- mon, Ignan, Infernal, Sylvan, Terran tion +12) Combat Gear lesser metamagic rods (ex- 3rd—cure moderate wounds tend, silent), wand of eagle’s splendor (50 2nd—barkskin, bear’s endurance, protec- charges), wand of silence (50 charges); tion from energy Other Gear masterwork studded leather, +1 buckler, cold iron dagger, light crossbow 1st—delay poison, longstrider, resist energy with 10 cold iron bolts, belt of mighty con- (2) stitution +2, cloak of resistance +3, eyes STATISTICS of the eagle, headband of inspired wisdom Str 14, Dex 21, Con 16, Int 10, Wis 14, +4, incense of meditation Cha 8 Base Atk +13; CMB +15; CMD 30 Gudwyn, Master Gargoyle Hunter Feats Dodge, Double Slice, Endurance, XP 19,200 Greater Two-Weapon Fighting, Improved Critical (light mace), Improved Two-Weap- Half-Elf Ranger 13 on Fighting, Improved Vital Strike, Skill Fo- N Medium humanoid (elf, human) cus (Perception), Two-Weapon Fighting, Init +5; Senses low-light vision; Perception Two-Weapon Rend, Vital Strike, Weapon +26 Finesse Skills Acrobatics +15 (+19 when jump- DEFENSE ing), Knowledge (nature) +13, Knowledge AC 28, touch 16, flat-footed 22 (+8 armor, (planes) +10, Linguistics +3, Perception +5 Dex, +1 dodge, +4 natural) +26, Ride +12, Stealth +21, Survival +18, hp 125 (13d10+39) Swim +10 Fort +12, Ref +14, Will +7; +2 vs. en- Languages Abyssal, Celestial, Common, El- chantments ven, Infernal Defensive Abilities evasion; Immune fire SQ camouflage, elf blood, favored ter- (120 points), poison, sleep; Resist electricity rain (Abyss +4, underground +4, urban 20 +2), hunter’s bond (companions), quarry, swift tracker, track +6, wild empathy +12, OFFENSE woodland stride Speed 40 ft. Combat Gear oil of bless weapon (2), po- Melee +1 cold iron light mace +17/+12/+7 tions of cure serious wounds (2), potion of (1d8+3/19–20), +1 silver dagger heroism, potions of invisibility (2), +1 cold +17/+12/+7 (1d4+2/19–20) iron rapier, +1 light crossbow with 15 bolts, Ranged +1 light crossbow +19 (1d8+1/19– +1 silver dagger, +1 evil outsider-bane bolts 20) (5), holy water (4); Other Gear +2 mith- Special Attacks favored enemy ( mon- ral breastplate, belt of incredible dexterity strous humanoids (gargoyle) +6, magical +2, cloak of resistance +1, 772 gp

94 Inquisition of Soulless Hand sought to extend to all. Blackthorne destroyed the wing, and called an inquisi- Heresy tion against all gargoyles in the name of the Order of the White Hand. To him, the Type Religious soulless represented a dire threat to the di- Leader Inquisitor Blackthorne III of rect power of religious organizations every- Reedey Bay where, and needed to be wiped from exist- Alignment NE ence. HQ Manygods Hall, Reedey Bay Goals Elimination of gargoyles Methods & Organization Scope Wherever gargoyles are found Since the founding of the Inquistion, two Structure Loose affiliation of ranked mem- generations have carried out the task of bers eradicating gargoyles. Reedey Bay is a busy Members Religious zealots who see gar- port city, and frequently carries passengers goyles’ soullessness as an affront to the and traders providing leads which the Inqui- progression of souls to the afterlife. In- sition can follow up on. Emissaries of the quisitors and clerics devoted to eliminating Inquisition will not directly break the laws “godless” gargoyles from existence of a godly or lawful society, but they are not above manipulating social circumstances so History that the gargoyles in an area are viewed as a danger or threat, so that they can then be When a wing of Gargoyles settled in Reedey called on to eliminate that threat. Bay, refugees from a shipwreck, they were distrusted but tolerated, so long as they fol- Important Members lowed the laws of the provincial governor. When the governor fell ill, it was a holy Inquisitor Blackthorne III man of the Order of the White Hand who XP 4,800 saved his life. In exchange for their service, the Order asked for the right to proselytize Male human cleric 9 the citizenry of Reedey Bay. They quickly CE Medium humanoid (human) gained followers, and it was not long be- Init –1; Senses Perception +3 fore Inquisitor Blackthorne I supplanted the Aura destructive aura (+4, 9 rounds/day) governor as the seat of power. DEFENSE It was at this time the gargoyles presented themselves to Blackthorne, since he was AC 20, touch 10, flat-footed 20 (+6 armor, now the leader of the township, they need- +1 deflection, –1 Dex, +4 natural [potion]) ed his approval. He tried to convert them, hp 89 (9d8+36) only to find their soulless shells were mostly Fort +11, Ref +2, Will +11 immune to his divine influence, and they Resist cold 10 were beyond the redemption the White

95 OFFENSE STATISTICS Speed 20 ft. Str 17, Dex 8, Con 16, Int 10, Wis 17, Melee +1 morningstar +10/+5 (1d8+4) Cha 12 Ranged sling +5 (1d4+3) Base Atk +6; CMB +9; CMD 18 Special Attacks channel negative energy Feats Combat Casting, Great Fortitude, 4/day (DC 15, 5d6), destructive smite (+4, Iron Will, Power Attack, Toughness, Vital 6/day), surge (+12, 6/day) Strike Cleric Spells Prepared (CL 9th; concen- Skills Diplomacy +7, Heal +7, Knowledge tration +12) (history) +4, Knowledge (religion) +10, 5th—greater command (DC 18), ice Linguistics +4, Sense Motive +8, Spellcraft stormD +6, Swim +14 4th—control waterD, freedom of move- Languages Abyssal, Common ment, unholy blight (DC 17) Combat Gear potion of barkskin +4 (2), 3rd—bestow curse (DC 16), dispel magic, +1 morningstar, sling with 10 bullets,; Oth- prayer, water breathing, water walkD er Gear +1 scale mail, ring of protection +1, wings of the bat, gold-threaded chasu- 2nd—bull’s strength, fog cloud, hold per- ble (worth 50 gp), silver ceremonial ti- son (DC 15), slipstreamD, sound burst (DC ara (worth 150 gp), gold unholy symbol 15), spiritual weapon (worth 50 gp) 1st—command (DC 14), cure light wounds, divine favor, obscuring mist, protection from good, true strikeD 0 (at will)—create water, guidance, light, resistanceD Domain spell; Domains De- struction, Water (Oceans)

96 OGL References rights conveyed by this License.

Contents ©2011 Total Party Kill Games 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NO- All logos are the trademark of Total Party Kill Games, all rights reserved. TICE of any Open Game Content You are copying, modifying or distrib- uting, and You must add the title, the copyright date, and the copyright All hyperlinks to the d20PFSRD.com website provided with permission by holder’s name to the COPYRIGHT NOTICE of any original Open Game John Reyst of d20PFSRD.com, copyright 2010. Content you Distribute.

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The License: This License applies to any Open Game Content that con- Cook, and Skip Williams. tains a notice indicating that the Open Game Content may only be used under and in terms of this License. You must affix such a notice to any Open The Book of Experimental Might. Copyright 2008, Monte J. Cook. All Game Content that you Use. No terms may be added to or subtracted rights reserved. from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed us- ing this License. Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Advanced Player’s Guide. Copyright 2010 Paizo Publishing, LLC; Author: Jason Bulmahn. 4. 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