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Gargoyle of the Lost Clan – Generic, serial numbers filed off class for OSR games.

The following came at the request of an old friend of mine a few weeks back. I feel bad that it has taken so long to get this written-up, but as I said earlier today during my Quick Note, life has been kicking my rear lately.

For probably everyone who will see this, the inspiration for this class is obvious. For those of you who don’t know the inspiration for the class: Stop reading, go to youtube and watch Disney’s Gargoyles right now!

~*~

Gargoyles of the Lost Clan

Gargoyles of the Lost Clan are the last survivors of a race of honorable Gargoyles that have been thought lost for generations. Unlike their more twisted Chaos serving brethren, the Gargoyles of the Lost Clan have a sense of duty to protect all those weaker than themselves.

The Gargoyles of the Lost Clan number only in the dozens, the majority of their people twisted by Chaos or dead through vile magics or other, even more sinister, means.

Prime Attribute: Constitution +13 (5% experience bonus)
Hit Dice: 1d10
Weapons Permitted: Any
Armor Permitted: None
Move: 6[30’]/12[60’] Gliding


Gargoyle of the Lost Clan Abilities

Cursed Form – Every day from the time the sun rises until the sun sets the Gargoyle is cursed to turn to stone. While in this form she has an AC[AAC] of 1[19], cannot move, speak or make any actions. While in this form, the Gargoyle heals 1d6 damage.

Gliding – Gargoyles, despite their wings, cannot fly but simply use air currents to glide. While gliding the Gargoyle can move double their move and gain a +2 to any Saving Throws against projectiles and projectile magic.

Infrared Vision – Gargoyles can see the heat rising from any living thing up to 60’ away from it and through obstacles of less than one foot.  A Gargoyle’s Infrared Vision can be interrupted or tricked through magic and some natural means.

Magic Resistance – Gargoyles are naturally resistant to magic and all spells and spell like abilities against a Gargoyle receive a -2. However, because of their natural magic resistance, Gargoyles who attempt to use or wear a magical item have a 75% chance of that item failing to work.

Stoneskin – Not to be mistaken with Cursed Form. Gargoyles have extraordinarily tough skin and as such receive a natural -2[+2] to their AC[AAC]. This natural bonus increases every 4 levels until 12th level. Gargoyles may also add their dexterity and constitution modifiers to their AC[AAC] Example: a 4th level Gargoyle would have the following AC[AAC] 9[10]-[+]2-[+]2-[+]1(dex)-[+]1(con)=4[15]

Level
Experience
Hit dice (d10)
Saving Throw
AC Bonus
1
2,000
1
16
-[+]2
2
4,000
2
15

3
8,000
3
14

4
16,000
4
13
-[+]1
5
32,000
5
12

6
64,000
6
11

7
128,000
7
10

8
256,000
8
9
-[+]1
9
400,000
9
8

10
540,000
10
7

11
680,000
3HP
6

12
+140,000
+3HP
6
-[+]1*

*final increase to AC[ACC]modification.

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Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.