Fang and Wing: Update
Gargoyles for D&D3E (V0.7)

by Jonathan


INTRODUCTION
This file is an update to Fang and Wing, the Gargoyles D20 game which appeared in the last Avalon Mists.
In here I've revised a couple of things, added some errata, thrown in two new skills, one new feat, the Chain Sword, the Scout prestige class and five new spells. All of which goes some way to rounding out the current edition nicely, but...

Where to from here?

So I thought, why not ask? What would you like to see? Adventures? Villains? Characters from the series? Prestige Classes? Notes for the use of Gargoyles in other Campaign worlds? More Magic Items and Equipment? Anything else?
As usual, Feedback would be gratefully received and can be sent to pbroeder@wave.co.nz or leave a message addressed to Jonathan in the S8 comment room. I lurk there, but I'll see it.


CHARACTER CREATION
Body Size
Base Speed only refers to Base Ground speed. A gargoyle's air speed is determined by his wing type.

Body Type
Replace the special note on Aquatic Gargoyles with the following paragraph.
Special Note: All Aquatic gargoyles have wings, which allow them to swim through the water at the same rate that they can glide through the air. Such wings are not as good as specialised air-only wings, penalizing them with a -10ft speed modifier when gliding or a -5ft speed modifier when swimming.

The Aquatic, Deep and Aquatic, Mertype both have a base speed penalty of -15 feet. This only applies when the character is on the ground, not when gliding or swimming. Apply the penalties in the revised special note on Aquatic Gargoyles (above) instead.

Features
Beak, long is listed at 10 points. Change this to 15
Beak, short is listed at 10 points. Change this to 15

Under NPC Reactions in the Special rules, add the Character's Charisma bonus as a modifier.

SKILLS
Ride should also be considered a cross class skill.
Aerial Combat and Glide are always to be considered class skills for a gargoyle character.

Bureaucracy (Wis, untrained)
Bureaucracy is the skill of knowing how to approach an organization to assist you. Use this skill to quickly find which company managers you need to approach or which city employees are best able to help you. This skill can also be be used to determine the relative standing of an individual within a secret society by their dress, seating arrangements or order of entry.
This skill only allows an individual or resource to be located, getting help or control should be determined separately.
Check: Using this skill requires the character be familiar with the organization (i.e. Studied their table of organization or understands the layout of their hierarchy.) 
To determine an individual's standing within the organization requires the character to study the individual for one full round. In either case the character must succeed in a check at the appropriate DC.
Retry: Use of this skill greatly reduces the time taken to find a person or service within a large organization. A failure indicates that no quick 'shortcut' has been found and that no help is forthcoming. The Dm may grant a second chance, depending on the circumstances, but this takes twice as long as the original attempt.

Use Computer (Int, Trained)
A character uses this skill to access a computer, retrieve or alter information stored on a computer, write computer programs, operate computer-controlled devices and repair or modify a computer.
Using a computer to retrieve on the Internet or on another computer requires both a successful Use Computer roll and a successful Gather Information roll.
Check: Computer tasks range from Simple (retrieve a file) to Very Difficult (reprogram a Steel Clan Robot). Some sample DC's:
DC Example
10 Retrieve a specific file
15 Design or rebuild a database
15 Recover a Deleted File
20 Alter the tasks of a Computer-Controlled Device
25 Write a simple program
40 Increase your Bank Balance...
Retry: Possible, depending on the conditions of failure for the original task.

FEATS
The Favour of Oberon [Special]
Sometime in the past, you, or an ancestor of yours found the favour of one of Oberon's Children. This could have came about by saving a favoured servant of Oberon, recovering a lost artifact, or performing some other service. Regardless of the method, the child in question now takes an extra special interest in you and your actions, sometimes intervening when necessary. 
Oberon and his children are wilful, spiteful and capricious in the extreme. This influences their Favour, in as much as that they will only be interested in helping if what the character is attempting is interesting. Of course, they may decide that it's far more interesting if the character fails. 
Prerequisite: Can cast Arcane or Divine Spells of 3rd level or higher 
Benefit: At any time, the player can request the Favour of Oberon. Roll 1d10 for the Favour of Oberon, and check the table below:
1    -2
2-4  +0
5-6  +2
7-8  +4
9-10 +6
The DM can add a plus or Minus 2 depending on how exciting the character's request to be.
Plus, once per gaming session, immediately following a failed saving throw, attack roll, or skill check, you may take a reroll, using the better of the two results and ignoring the lesser.
Special: This feat represents the favour of a capricious being of unspeakable power, and is not to be taken lightly. At the DM's discretion, any action directly taken against Oberon or his children could result in the loss of the character's favour. In addition, if the child in question is of an evil alignment, he may very well expect payment for his patronage, and exact retribution if refused.

EQUIPMENT
Chain Sword
'A Chain Sword! Yeah, just go ahead. Tell Everyone you're a raving maniac who doesn't care about splattering gore across two dozen witnesses who can I.D. us?"
"But... it looks cool!"
               - Two unidentified Quarrymen
A Chain Sword is a heavily modified small chainsaw or hedge trimmer. After the removal of most safety features, replacement of the chain with hardened ceramic cutting teeth, and a proper balancing weight is added, the Chain Sword is ready to go.
The Chain Sword is a medium sized Exotic Melee weapon.
Name        Cost   Damage   Critical   Range   Weight    Type
Chain Sword   -     3d6     19-20/x3    -       18lb.    Slashing

All Exo-frames should be considered Heavy Armour for Spell checks, Armour Proficiencies and other armour related checks.

All particle accelerators and Laser weapons require the Exotic weapons proficiency feat to use properly.

Quarryhammers, Wing Blades and Wing Swords all require the Exotic Weapons proficiency feat to use properly. Note that Quarrymen get a starting proficiency with this weapon.

A Tail Mace cannot be fitted to any character with the Tail Feathers feature. A Tail Mace (and Wing Spurs) is considered an extension of a gargoyle's natural weapons and can be used without a weapons feat.

Wing Armour should be considered Light armour for the purpose of armour related checks.

SPELLS
1st Level Spells
(Evoc)  Lesser Spout - Target takes 1d6 damage per caster level. (Maximum 5)
(Trans) Spurs - Increases AC by +2, adds 1d6 Slashing damage
        Sharptooth - +1 Bite damage per caster level

2nd Level Spells
(Evoc)  Talons - Target takes 2d6 damage for 5 rounds from slashing attack
(Trans) Aerial Acceleration - Increases airspeed by half
        Serpent Tail - Tail damage increased by +1d6 and Poison

3rd Level Spells
(Evoc)  Spout - Inflicts 1d6 damage per caster level. (Max=10) Target prone
(Illus) Induce Stone Sleep - Sends Target gargoyle to sleep
(Trans) Stone spray - All targets within 100ft take 1d6 damage
        Stone Camouflage - Target becomes indistinguishable from surroundings

4th Level Spells
(Evoc)  Fire Trail - Creates rain of fire in caster's trail 40ft long per level
        Wing Bind - Creates web of force to entangle flying target
(Trans) Rookery Ward - Teleports eggs to safety if attacked

5th Level Spells
(Conj)  Shards - Creates a smaller duplicate of the character
(Trans) Razor Talons - Claw damage increases +2/level, Attacks as Vorpal Weapon
        Improved Stone Camouflage - As per Camouflage, but Caster may Attack

6th Level Spells
(Illus) Shadows - Changes the caster into shadow matter

7th Level Spells
(Trans) Wing Gifting - Gives a wingless creature wings 

Improved Stone Camouflage
(Transmutation)
Level: Sor5/Wiz5
Components: S, M
Casting Time: 1 Action
Range: 25-foot radius, centred on Caster
Area of Effect: 20 foot-radius, 1 person/level
Duration: 10 minutes/level
Saving Throw: Neg.
As per Stone Camouflage, except that the spell doesn't end if the warded individuals attack.

Induce Stone Sleep
(Illusion)
Level: Sor3/Wiz3
Components: V, S, M
Casting Time: 1 Action
Range: Touch
Target: 1 Gargoyle
Duration: Special
Saving Throw: Will Negates
This spell tricks a gargoyle's internal body clock into believing that dawn has arrived, turning the gargoyle to stone. This spell only works on gargoyles and gargoyle beasts as other races do not naturally sleep as stone statues. This is principally a healing spell - a gargoyle unlikely to survive until dawn can be healed early.
However, as a sleeping gargoyle is unable to defend himself in any fashion, unscrupulous spellcasters can use this as an offensive spell. In either case, a successful Will save at DC13+ caster's prime characteristic bonus will negate the spell. A player can also voluntarily forgo this saving throw, at the DM's discretion.
This spell lasts until the next sunset, when the gargoyle will wake normally.
The material component is a handful of powdered stone skin from a gargoyle. The skin must be less than two days old.

Lesser Spout
(Evocation)
Level: Sor1/Wiz1
Components: S, M
Casting Time: 1 Action
Range: Close: 25ft + 5 per 2 caster levels
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude for half
This spell allows a gargoyle caster to cause a torrent of water to burst from his mouth and strike a single target within range. The caster must make a successful Ranged touch attack to aim the blast. If he strikes his target, the victim suffers 1d6 points of impact damage for each level of the caster (up to 5d6 points of damage). The target creature must roll a Fortitude saving throw at DC11+ Caster's prime characteristic bonus to resist the impact. Success cuts the spell's damage in half. If the caster misses with his attack roll, the Spout may endanger another character near the target, at the DM's discretion.
The material component is at least 1 ounce of fresh water.

Spout
(Evocation)
Level: Sor3/Wiz3
Components: S, M
Casting Time: 1 Action
Range: Close: 25ft + 5 per 2 caster levels
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude for half
This spell allows a gargoyle caster to cause a torrent of water to burst from his mouth and strike a single target within range. The caster must make a successful Ranged touch attack to aim the blast. If he strikes his target, the victim suffers 1d6 points of impact damage for each level of the caster (up to 10d6 points of damage). The target creature must roll two saving throws: the first, Fortitude (DC13+ Caster's prime characteristic bonus) to resist the impact, and the second, Reflex (Same DC as First save) to avoid being knocked prone. Success cuts the spell's damage in half. If the caster misses with his attack roll, the Spout may endanger another character near the target, at the DM's discretion.
The material component is at least 1 ounce of fresh water.
Variant: Replace listed damage above with the Character's Bite damage multiplied by caster level instead. (Max: x10)

Stone Camouflage
(Transmutation)
Level: Sor3/Wiz3
Components: S, M
Casting Time: 1 Action
Range: 25-foot radius, centred on Caster
Area of Effect: 20 foot-radius, 1 person/level
Duration: 10 minutes/level
Saving Throw: Neg.
This spell functions only in urban settings, allowing the caster to instantly and completely hide one person per Arcane Caster level, concealing them against even thorough searches. The spell changes the colouring and shadowing of the affected individuals to blend in with the man-made surroundings. It is effective against both Low-light vision and darkvision and is especially useful for scouts and infiltrators. Spell camouflaged individuals retain all of their faculties and abilities, and can emerge from the magical concealment any time they desire.
The concealed individuals can move while magically camouflaged, by creeping slowly up to 5 feet/round. Trying to move faster dissipates the spell. As long as the movement is surreptitious and stealthy, the spell holds. As with the Invisibility spell, if the warded individuals attack they gain a surprise round of combat (see Surprise: PHB pg120) and attack bonuses for Invisibility for the first regular round of combat (see table 8-8, PHB pg132), but the spell is immediately broken.
The concealed individuals cannot be detected except by magic or by moving stupidly. Until the spell wears off, they enjoy near total invisibility. 
The material component for the spell is a small piece of masonry or brick.

APPENDIX TWO: PRESTIGE CLASSES
Quarrymen gain the Exotic Weapons Feat: Quarryhammer at first level.

Scout Prestige Class

The Gargoyle Scout is an unusual gargoyle - one beset with wanderlust. A scout is always curious about what's over that hill, or down that trail, or at the end of that river. As with all gargoyles, the scout is extremely territorial - he'll defend his protectorate to the last. It's his home and shelter, and eventually, where he'll return, usually to the disapproval of his clan's elders, but always with a new tale of somewhere far beyond his clan's reach, a warning of an encroaching enemy or greetings from new friends. He'll stay home for a few nights, a few weeks, or a few months. Then the twitch in his tail will become irresistible, drawing him away, perhaps to chase the setting sun.
Hit Die: D8

Requirements.
Required Skill: Wilderness Lore 4+ ranks
Required Feat: Alertness

Class Skills
The Scouts class skills (and the Key ability for each skill) are: Aerial Combat (Dex), Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Glide (Con), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Perform-Storytelling (Cha), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Wilderness Lore (Wis).

Skill points at each level: 4 + Intelligence modifier.

Level   BAB   Fort.  Reflex    Will       Special Attacks
1        +1    +2     +2        +0         Fast Talker
2        +2    +3     +3        +0         Track 
3        +3    +3     +3        +1         Search Bonus
4        +4    +4     +4        +1         Statuesque
5        +5    +4     +4        +1         Woodland Stride 
6        +6    +5     +5        +2         Search Bonus
7        +7    +5     +5        +2         Wanderlust 
8        +8    +6     +6        +2         Increase Hit Dice to D10
9        +9    +6     +6        +3         Watchful Eye, Search Bonus 
10       +10   +7     +7        +3         Detect Illusions 

Weapon and Armour proficiencies
The Scout is proficient with one Exotic weapon, and does not gain any additional armour proficiencies.

Detect Illusions
The Scout is assumed to always be examining his surroundings and gains a +4 bonus to detect any illusions. This stacks with the +4 bonus for being told of an illusion. (See also: Saving throws and illusions, PHB pg158)

Fast Talker
The Scout, having had years of finding perfectly good reasons for explaining to his clan leader his vanishing for six months or so, gains a +2 Bonus to all Intimidate and Perform (storytelling) checks.

Increase Hit Dice to D10
The Scout rolls a d10 for hit points at this level and above, rather than a d8 as usual.

Search Bonus
At 3rd level, the Scout gains a +2 bonus to all Intuit Direction, Search, Spot, and Wilderness Lore skill checks. At 6th level, this bonus becomes +4 and at 9th level the bonus becomes +6.

Statuesque
The Scout learns the value of endless patience, and the technique of remaining utterly immobile for many hours. He can lie perfectly still for a number of hours equal to his Constitution score, and gains a +8 bonus to Hide checks in appropriate background. (DM's discretion as to what Appropriate Background is.)

Track
A Scout gains Track as a bonus feat.

Wanderlust
The Scout can travel long distances without tiring - Nightly Overland travel is increased by 25%. A Glide check at DC10+2 per additional PC is needed to increase the party's Overland travel rate by 25%. This check is Nightly, and the Scout may not take 10 or take 20.

Watchful Eye
If you use a full round action to observe an opponent, your next attack roll against that opponent gains an insight bonus equal to your Scout level. This attack must happen before the end of the next round, or the bonus is lost. 

Woodland Stride
Starting at 3rd level, a Scout may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the Scout.

APPENDIX THREE: MONSTERS
Steel Clan Robot, Mark One  
Large Construct
Hit Dice: 4d10 (22hp)
Initiative: 0
Speed: 30ft - can't run (65ft Fly)
AC: 20 (+11 Armour, -1 size)
Attacks: 2 claws +7 melee, 1 Particle Accelerator +2 ranged
Damage: claws 1d6+5 each, Particle Accelerator 2d10
Face/Reach: 5x5/10
Special Qualities: All-around Vision, Construct.
Saves: Fort +1, Ref +1, Will +1
Ability Scores: Str 21,Dex 11, Con -, Int-, Wis 11, Cha 1
------
Climate/Terrain: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: Replace with Standard Steel Clan Robot

The Steel Clan Robot is manufactured by the Scarab Corporation for Xanatos Enterprises. It is designed as a superior replacement to a gargoyle.
While it is active 24 hours a day, is better armed and armoured as well as being capable of powered flight, the Steel Clan Robot is sadly lacking in intelligence. In fact, it's as dumb as a brick. This is yet another case of intelligent weapons losing to smarter people.

COMBAT
Steel Clan Robots prefer to attack opponents at long range with their arm-mounted Particle Accelerator. They only enter close combat if forced by opponents or ordered to.
All-Around Vision (Ex): Steel clan robots are fitted with Radar and other sophisticated sensors that grant them a +4 bonus to Spot and Search checks, as well as preventing them from being flanked.
Construct (ex): Steel clan robots are immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Steel Clan Robot, Standard  
Large Construct
Hit Dice: 8d10 (44hp)
Initiative: 0
Speed: 30ft - can't run (65ft Fly)
AC: 20 (+11 Armour, -1 size)
Attacks: 2 claws +10 Melee, 1 Particle Accelerator +5 ranged
Damage: claws 1d6+5 each, Particle Accelerator 2d10
Face/Reach: 5x5/10
Special Qualities: All-around Vision, Construct, Death Throes, Electrical Shock.
Saves: Fort +2, Ref +2, Will +2
Ability Scores: Str 21,Dex 11, Con -, Int-, Wis 11, Cha 1
------
Climate/Terrain: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: None. Yet.

The Steel Clan Robot is manufactured by the Scarab Corporation for Xanatos Enterprises. It is designed as a superior replacement to a gargoyle.
While it is active 24 hours a day, is better armed and armoured as well as being capable of powered flight, the Steel Clan Robot is sadly lacking in intelligence. In fact, it's as dumb as a brick. This is yet another case of intelligent weapons losing to smarter people.

COMBAT
Steel Clan Robots prefer to attack opponents at long range with their arm-mounted Particle Accelerator. They only enter close combat if forced by opponents or ordered to.
All-Around Vision (Ex): Steel clan robots are fitted with Radar and other sophisticated sensors that grant them a +4 bonus to Spot and Search checks, as well as preventing them from being flanked.
Construct (ex): Steel clan robots are immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Death Throes (ex): When killed, a steel clan robot explodes, dealing 8d6 points of piercing damage to everything within 20 feet (Reflex save for half is DC18).
Electrical Shock (ex): Steel Clan robots can electrify their outer shell as a defence against grapple attacks. This attack does 2d8 damage, but a successful Fortitude save (DC15) will reduce this to half and allow the grapple to be maintained.