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.
 
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