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Gargoyle Races

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The document provides an overview of gargoyle clans and races, including awakened gargoyles and their traits.

The five clans described are Trumeau, Voussoi, Archivolt, Impost and Mullion.

Awakened gargoyles have traits like stone endurance, stone wings, and vulnerability to fire.

Michaela Keil (order #6743926)

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, locations, etc.), dialogue, plots, storylines, language, incidents, settings, characters, artwork and trade dress are
product identity as defined in the Open Game License 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 supplemental rules are designated open content.
Open Content: Except material designated as Product Identity, the contents are Open Game Content as defined 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 Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 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.

CONTACT US
Official Site: www.TPKGames.com
Facebook: Facebook.com/TPKGames
Twitter.com/tpkgames
Feedback: Necro@TPKGames.com

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Michaela Keil (order #6743926)

Contents

Physical Description

26

INTRODUCTION

Society

26

BLOQ AND TAKEL

Relations

26

A HISTORY OF GARGOYLES

13

Alignment and Religion

27

THE AWAKENED GARGOYLE

14

Adventurers

28

15

Names

29

Ixiven, Trumeau Gargoyle


Sorcerer

29

Introduction

Awakened Gargoyle Starting Ages 15


Awakened Gargoyle Racial Traits 15
Awakened Gargoyle Offensive
Racial Traits

16

Awakened Gargoyle Defensive


Racial Traits

16

Awakened Gargoyle Weakness


Racial Traits

16

CLAN VOUSSOI

32

Introduction

32

Voussoi Height and Weight

33

Voussoi Standard Racial Traits

33

Voussoi Offensive Racial Traits

33

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

Favored Class Options

20

Griga, Voussoi Gargoyle


Gunslinger

36

Names

21

CLAN CRENELET

39

Introduction

39

21

Crenelet Height and Weight

40

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

Sever, Awakened Gargoyle


Barbarian
CLAN TRUMEAU

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Adventurers

42

Names

44

Echo, the Crenelet Bard

44

Tilyna the Defender


Gargoyle Societies
Wings

61
63
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

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

Society

49

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 BTES

56

Ethos and Leadership

68

Introduction

56

Lairs and Treasure

68

Rookeries

Sample Rookery
Location

64

67
67

Btes Height and Weight

57

Btes Standard Racial Traits

57

Overview

69

Btes Offensive Racial Traits

57

Ethos and Leadership

69

Btes Defensive Racial Traits

57

Lairs and Treasure

70

Btes 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

Havens

Traditions

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69

71

Lore

72

Towers Insight (Su)

76

Adventurers

72

Towers Lore (Ex)

76

Supplice Tribe

72

Advanced Lore (Ex)

77

Traditions

72

Towersight (Su)

77

Lore

73

Adventurers

73

Furieux Tribe

73

Traditions

73

Lore

74

Adventurers

74

Tribal Archetypes

74

Faithkiller (Supplice Inquisitor)


Archetype

Fiendish Corrupter (Furiex Witch)


Archetype
77
Prerequisites

77

Granted Powers

77

Hellish Augmentation (Su)

77

Possessed Familiar (Sp)

78

Blood Gates (Su)

78

Gargoyle Racial Feats

79

74

Undying Fury

79

Prerequisites

74

Chalkblood

79

Granted Powers

74

Truthseeker

79

Deft Wings

79

Winged Dodge

79

Stone Flesh

79

Stonehide Defender (Teuteur


Paladin) Archetype

75

Prerequisites

75

Granted Powers

75

Trap Sense

75

Bleeding Strike (Su)

75

Divine Bond (Su)

75

Distant Mercy (Sp)

75

Aura of Defense (Su)

75

Defenders Blessing (Su)

76

Defenders Intercession (Su)

76

Tower-Seeker (Chercheur Bard)


Archetype

Gargoyle Racial Traits

79

Driven Purpose (Magic)

79

Razor-honed Claws (Combat)

79

Patience of Stone (Social)

79

Oversized Claws (Combat)

79

Orlocks Avenger (Magic)

80

Humanoid Features (Social)

80

Demonic Features (Social)

80

76

Beast Headed (Social)

80

Prerequisites

76

Sept Historian (Social)

80

Granted Powers

76

All-Seeing (Social)

80

Seekers Lore (Ex)

76

Able Winged (Combat)

80

Earth Master (Combat)

80

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Unyielding Form (Gargoyle)

Gargoyle Artifice

80

Gargoyle Spellcasting

81

Supressed Spell Resistance

81

Imp. Suppressed Spell Resistance

81

Puissant Channeling

81

Puissant Spellcasting

82

Resistant Shielding

82

Imp. Resistant Shielding

82

Disruptive Resistance

83

Gargoyle Paragon Prestige Class 84


Gargoyle Magic
Mortarblood

85

Razor Claws

85

Strengthen Wings

85

Slumbering Cure

86

Slumbering Guardian

86

Slumbering Call

87

Stonesalve Mortar

87

Clawed Gauntlets

87

Tailcaps

88

Drop Harness

88

Gargoyle Enemies

89

Stonecraft Magi

89

History

89

Methods & Organization

89

Important Members

90

Guardians of the White Gates

85

92

Methods & Organization

92

Important Members

93
95

History

95

Methods & Organization

95

Important Members

95

OGL References

Michaela Keil (order #6743926)

92

History

Inquisition of Soulless Heresy

87

97

INTRODUCTION

er. One of them, Orlock (in a very different


instantiation than you will read about later)
became a demigod after discovering a set
of bagpipes cursed by a banshee, which was
intended to age the player to death, but
for the gargoyle, became a source of nearendless power. When he was confronted
by my then-campaigning playgroup in the
pinnacle of an arc, he had six arms, each
with a sharpness attack, and could stun with
his wing buffet. The fourth round of combat, after the party fighter had had both his
arms taken off, I permanently traumatized
one of my players by having the gargoyle
hone in on him, and rather than dispatching
him quickly with his obsidian claws, he beat
the character to death wielding the severed
limbs of the fighter as improvised bludgeoning weapons.

Gargoyles are a part of real-world culture


and art in a way which has always mystified
me. They are frequently associated with
places of worship, and occasionally serve
utilitarian purposes in architecture and
drainage. In fantasy, gargoyles have had
many instantiations, but in RPGs they generally are delegated to the role of a mindless horrible monster.
This changes now.
Somewhere between the Gargoyles animated series, the Gargoyles Quest series
of video games (which Capcom built off of
a model rendered for their genre-changing
Ghosts N Goblins game), there seemed to
be an opportunity for growth in the monsters depth.

This book, however, goes in an opposite


direction from all that. There is a potential for a rich social and cultural tapestry
built around gargoyles, who seem trapped
somewhere between an infernal creation,
a runaway construct, and a weird earthbased race that flies for some unimaginable
reason. You will see flavor and ideas lifted
from many places, but my hope is that what
you are left with is a unique spin on what is
often used as a fairly cookie-cutter monster.

The ever-revered and oft-reviled Tomb of


Horrors featured a four-armed gargoyle illustration plate, created by David A. Trampier. This became a seeding point for me. If
gargoyles were naturally occurring, why all
the strange anatomy and behavior? It made
sense to me that gargoyles were runaway
constructs, but if they were, how would
they reproduce? This was the gist of a wonderful B reel from the early 1970s entitled
Gargoyles (recommended with caution). It
made an impression on me in my youth,
and crossed over into my world building as
it evolved. I developed an entire campaign
around gargoyles, their creators, and how
immortality crossed with soullessness and a
drive for companionship and the ability to
reproduce.

As a word around mechanics to players and


GMs alike gargoyles are powerful (~ a
20 point monstrous humanoid race, via
the creation rules outlined in the ARG), but
they have a sharp backswing. As all monstrous characters do, they have the distinct
disadvantage of being targeted as a foe at
first glance. These elements are a challenge
for the GM and the player alike, and they
should be carefully considered before hitting the table. The gargoyles outlined in

My monstrous gargoyles are very nasty,


evolving not just cunning, but deadly, mutations and horrible abilities as they grew old-

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Michaela Keil (order #6743926)

this supplement may fit into a mixed party with experienced players, or provide a
neat piece of unique flavor for a story arc
or campaign quest. Creating a group of all
gargoyle players allows for an exploration
of some of the elements detailed in the latter half of this text, within which lies more
than one idea for an aspiring GM looking
for a backdrop in which to tell that tale, if
you do not already have such a backdrop
in mind.

never told but once a year was of the First


Making.
Mays had been telling the story for almost
sixty years, and more than a few whispers
wondered if this would be his last. Even
more wondered whether there was truth to
the story. Mays was easily the oldest person
in Locks End, and seemed to be as permanent a fixture as the Ruins outside of town.
The old man picked up his pipe and tamped
in a ball of tobacco. He lit the pipe with a
match. He patted his vest and pockets absently, as if looking for something.

I hope you enjoy.


-Bernie McCormick

Now where did I put my glasses? Mays


used his stage whisper, watching the children
giggle. He saw the grins of the gathering audience. There were maybe thirty people in
the taproom already. He had his oldest boy,
Warrick, move some of the tables out to
make room for his audience. Mays smiled
and shot a wink to the children sitting on
the floor around him.

BLOQ AND TAKEL


By Rick Cox
Old Mays Culpepper shifted in his chair
before the fire. His rapt audience of children watched with undisguised excitement.
Every year, Mays told the story of the Ruins
of Locks End and how the holiday known
as The Making started. The Making started
out as a local holiday, but in the past few
decades, developed a following, and even
had pilgrims that came each year. It became
a festival of sorts, with all the pilgrims wearing large coats and oversized hats, with
masks underneath. Old Mays was there for
the First Making, or so he tells all the children.

His old eyes caught movement by the door


and his smile faltered. A towering figure in
an overly large hat and cloak had come in.
The echoes of soft rain crept through the
door. More of the pilgrims show up each
year for his story. Tonight, there were at
least a dozen, holding to the shadows.
Right on time, Mays thought. Each year,
it rained at exactly the same time on The
Making. No one, save Mays, knew why,
and he wasnt going to tell.

Mays shifted in his seat and sighed theatrically. He looked around the taproom at all
the children (and goodly amount of adults,
too) that crowded the Bloq and Takel inn.
Mays was known for his playful grouchiness
about the town, and since he retired as innkeeper, he would sit around the taproom
and tell story after story. The only story he

A small figure had added itself onto the back


of the gaggle of children. A heavy brown
robe was draped over its short body; the
hood peaked on its head. Mays smiled.
The children, misunderstanding his smile,

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Michaela Keil (order #6743926)

giggled and inched closer. Mays looked


once again at the broad figure with the
large hat. An almost imperceptible nod was
his response. Mays sighed. He was glad that
his sweet Aleana had passed seven winters
ago. It had been too long since hed looked
upon her fair face.

creeping ivy, the flowers in the shadow of


The Ruins were as large as a mans fist, and
those that saw the sun could dwarf a mans
head. He was determined to get the largest rose in bloom. Aleana would have no
choice but to choose him over the traders
son after that.

He took a deep drink of his mulled wine,


and started his last telling of the story of
The Making.

He tossed his head to get his dripping hair


out of his eyes. He continued to climb,
searching for foot and handholds in places
most couldnt reach. Mays was the tallest
in the town, his head a hands span beneath seven feet. With an explosive burst of
breath, he hauled himself onto an outcropping of stone. Flat on his back, he let the
light rain spiral downward onto his face.
His muscles ached, but his mind flew. He
had climbed higher than anyone else ever
had, and he could keep going!

Back when I was just a lad, I decided I was


going to marry the fairest lass in the area.
First, though, I had to get just the right gift
to win her heart
The rocks were slick beneath Mays fingers.
The steady rain had turned the dust to mud,
crumbling away beneath his tenuous grip.
His hand slipped, and he hung, suspended
over the opening for a long moment. He
swung back and caught a grip a bit farther
down. His heart beat in his throat. Had
he fallen, he would have smashed to the
ground below, dying instantly if he was
lucky.

Mays rolled over onto his belly and looked


over the edge. The patterns along the
outside of the ruins marked the remnants
of stairs. He was easily fifty feet off the
ground. Here the roses that peeked through
the walls were large, but not large enough.

Mays was climbing the interior of The Ruins,


the crumbling remains of a tower or castle.
The Ruins had sat on the outskirts of Locks
End for as long as the town could remember. All the teenagers in the town came to
The Ruins to see the strange and wondrous
remnants left behind. The central chamber
of the Ruins was filled with amazing flora
and fauna whose colors ran across the rainbow. No one could identify what some of
the flowers were, and those that were recognizable grew to such gigantic proportions
they were considered unnatural.

He caught movement down below, weaving through the brush. The figure moved
slowly, its large shape struggling to slip
through the foliage without disturbing anything. A large hat covered its features and
gloved hands moved stems and branches
away. A high, piercing whistle sounded and
a rock skipped down from below Mays to
glance off the other figures shoulder.
Liant curse you! Why must you always play
games! The voice boomed and echoed
throughout the stone. The figure turned its
head up and Mays gasped. The figure had
an ugly, twisted face. It pointed a finger up,
and Mays heart almost stopped. A voice

Today, Mays was reaching for a rose. A rose


bush grew alongside and up the tower like

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Michaela Keil (order #6743926)

below him chuckled.

escaped his lips and leapt into the open air


as well. Bloqs head turned up sharply towards the sound. Mays locked eyes with
him for a second and knew he was caught.
He pulled his head back and stood up.

Relax, Bloq. Im sorry. I didnt mean for


it to hit you. Mays held his breath, afraid
that they would discover his presence.
Bloq shook his head and muttered to himself. He continued to move forward through
the natural garden. The other voice seemed
to move as well.

Panicked, he started to move, looking for a


place to hide. He moved through the partial structure of a hallway that led into a
previously undiscovered area of the Ruins.

Do you really think this is the place? Weve


sent out explorers everywhere.

A human! Bloq cried from below.

Look at the flowers here, Tak. The residual


magic is strong enough to warp nature. The
energy that courses through these plants is
life magic, and very powerful. I think we
are on to something here. Keep an eye out
for any Stone.

To Mays panicked ear, he heard a violent


growl punctuate the simple statement.
Blood pounding in his ears, Mays moved
without thinking, winding deeper into the
structure. When his fear died down, Mays
found himself in front of a rotted wooden
door. He pushed on the door, and with a
sharp crack, he fell inward.

Mays heard the inference in the words. He


continued to watch. He saw a smaller figure below him moving with ease over the
rough and broken stone. The figure hit a
dead end.

Mays found himself in a large chamber.


There were no windows, but a soft golden
light shone through. Small piles of golden
rock lay strewn about, covered with dust
and moss.

Nothing else up here, Bloq. Watch out below!

Gold! Mays mind cried out, and he ran to


the nearest pile. He dropped to his knees
and started to wipe the moss and grime
away. His heart fell as he realized that he
wasnt holding gold or any riches untold. It
was a smooth stone, with veins of gold and
silver shot through it. Mays frowned as he
realized it was warm to the touch.

Bloq shook his massive head again.

The small figure leapt off into the open air,


and started to plummet. Mays bit back a
scream. The poor fellow was going to splatter all over the ground!
The figure fell for a few feet then spread its
arms. The sound of leather snapping taut
echoed. Flaps of skin beneath the smaller
figures arms caught the air, allowing him
to glide down. The figure banked to the
left, and started a slow spiral down to the
ground.

By Orlocks wisdom, look at this. The


voice of the smaller figure, Tak, said from
the doorway. Mays stood up, clutching the
stone.
Peace, boy. We mean you no harm. Tak
stepped forward slowly. You hold something very dear to me and mine in your

Mays couldnt contain his surprise. A gasp

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Michaela Keil (order #6743926)

hands. Please be careful with that.

A howl echoed through The Ruins.

Mays looked at the figure closely. The features were a little off. Tak looked like a Halfling, but not quite. Mays examined Tak as
he got closer. Taks hands were outstretched,
reaching for the rock in Mays hands. He
could see the membranes that stretched
between the arm and torso of the smaller
creature.

Tak! Guardians!
Takel sprung to his feet as a roar shook the
room. He bolted out of the room. Mays, in
a daze, followed.
Mays found himself down a different corridor. He was soon looking out on the central chamber again. Down on the ground,
Bloq was fighting with a large beast. Two
lay on the ground around him.

Tak removed the rock gently from Mays


still hands.

Run, boy! Get somewhere safe! Takel


shouted, as he fended off a beast resembling a wolf, only carved out of stone.
Mays watched in horror as the beasts jaws
snapped only inches away from the smaller
figures face.

What are you? Mays whispered.


The smaller figure smiled.
Im a Gargoyle, boy. A Crenelet to be exact.
A Crenelet?

Tak threw himself backward out of the way.


Using his momentum he moved up the wall
and jumped off, landing himself on the
stone wolfs back. Two hand axes flashed,
and the stone wolf howled.

Yes. A Crenelet. Thats my tribe. I am Inspector Takel.


Mays sank to the ground slowly. He needed
to sit down.

The two rolled and struggled, each trying


to gain an advantage over the other. Tak
grunted in pain, the wolf rolled up to its
feet. Tak was slow moving, and seemed to
be a sitting target for the wolf.

Inspector?
Takel moved around the room, running his
fingers along the moss covered stones. Each
finger stroke uncovered more of the soft
glow.

Hey! Hey! Over here! Mays yelled at the


wolf, getting its attention away from the
stunned Tak.

My people were born here, centuries ago.


Or at least, thats what some of us think.
These rocks? Theyre called lifestones. They
allow my people to procreate.

It leveled its gaze at Mays, and lowered itself into a pouncing position. Mays turned
and ran.

Procreate? Mays was having some trouble thinking straight.

He heard the stone wolf crash down where


he was standing, and scrabble along the
stone floor after him. Mays ran around towards a collapsed floor that led downward.
He threw himself into a feet-first slide, hop-

Im not going to give you the goblins


and gnomes speech. If you dont know
what procreation is, ask your father. Takel
smirked.

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Michaela Keil (order #6743926)

ing that he wouldnt be dumped out into


oblivion.

**
Is he going to be ok? Takel asked. He was
standing over the unconscious human.

The collapsed floor had come to a stop


on the next level down. Mays sent a silent
prayer outward. He continued to move,
using the rough ground as obstacles, putting distance between him and the wolf.
The beast crunched into the stone floor
and bounded up, following him. He ran
and saw the floor in front of him had collapsed completely. There was a sliver of
stone sticking out of the wall but it would
require a near perfect jump. Mays picked
up speed and ran towards the end of the
floor. The wolf, now on a clear path, picked
up speed and started to gain on Mays. He
risked a glance over his shoulder and saw
the wolf in a hunters lope, preparing to
pounce. Closing his eyes and sending another prayer out into the darkness, Mays
dropped to the ground. His speed carried
him over the edge of the broken floor. His
fingers grasped and caught the edge. The
wolf, surprised at Mays movement and in
mid jump, flew over the hanging boy and
fell, crashing to the floor two stories below.

I believe so. You broke enough of his fall


by catching him in mid-air. He would have
died if you had missed.
Bloq leveled a look at his short companion.
That was a foolish thing to do, Takel. You
could have-
He drew the guardian away from me,
Bloq. It had me, and he gave me time to
catch my breath. It was the least I could
do.
But still, Tak, to risk your life for a single-
Did you forget that he lead us to the chamber of lifestones?
Is that what those gold rocks are? Mays
asked weakly, his eyes unfocused.
Both gargoyles looked at the prone man.
Bloq knelt down, still looming over Mays.
What they are, human, are very important
items that are vital to the survival of my
race.

Hanging over the edge, Mays watched the


beast shatter. He bunched up his muscles
to pull himself up, and the stone crumbled
beneath his hands. He was momentarily
weightless, and then the ground came rushing up to meet him.

Bloq planted a thick finger in Mays chest.


We have no choice but to leave them
here right now. You are the only person
that knows of their existence and location.
You have one minute to convince me that I
dont need to kill you to keep that secret.

**
Mays floated in a gray waste. The fog shifted and spun, providing glimpses of dreams.
He saw multiple figures of all shapes and
sizes hovering around him, their grotesque
faces moving. He heard noises, but no
words. The world filled with a golden light,
and thennothing.

A panicked look crossed Mays face.


IuhI wont tell anyone! No one climbs
the tower because its not safe! No one
even knew that anything was left in there!
All I wanted was a rose!

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Michaela Keil (order #6743926)

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
here for The Making. The next year, they
brought friends. And each year from that
day, more and more pilgrims came to pay
their respects at the base of The Ruins. They
say it rains every day on The Making because the angels that look over the pilgrims
are crying in joy.

Mays blushed.
Theres a girlAleana. If I can get her one
of those roses, she will know how much I
love her.
Bloq and Takel looked at each other for a
long moment, their faces unreadable.
Tak left without a word, leaving Mays in
the hands of Bloq.

Mays took a drink of his ale as the applause


washed over him. The crowd dispersed as
children ran to their parents and adults ordered more drinks. Bloq moved through
the crowd towards him, and Takel moved
through the throng of children. Mays exchanged warm handshakes with the two
gargoyles.

You live here? In this town?


Mays nodded.
My dad runs the inn, The Roost. We see all
people that come through this area.
Bloq leaned closer.

Your story gets better every year, my


friend. Tak said.

The humans way is the son takes over for


the father when the father ages, correct?

It gets better because the details are getting foggier, so I have to improvise. Mays
laughed, his eyes on Captain Bloq.

Mays nodded quickly.


Then listen well, human. You will guard
this secret with your life. From time to time,
our people will come through. You will
give them instructions on how to get to
this chamber. You will never come up here
again, nor will you tell anyone else. If you
break this promise, I will find you and kill
you. Do you understand?

We have discovered another chamber of


lifestones, Mays. We thought you would
like to know. The Making pilgrimage will
continue for some time.
Mays nodded, looking around the taproom.
Walter! Walter, come here! Mays called,
waving a young man over to his side.

Mays swallowed loudly. I understand, sir.


Good. Bloq stood up and turned his back
on Mays. He exchanged whispers with
Takel. Bloq turned around again, and in his
hands was the biggest rose in the Ruins. He
placed it on the ground next to Mays.

Walter, these are two very good friends of


mine. Captain, Inspector, this is my oldest
son, Walter. Son, there are things we need
to talk about. First, I think you might need
a drink.

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Michaela Keil (order #6743926)

A HISTORY OF
GARGOYLES

First of the five tribes. These, his sons and


daughters, Orlock taught the skills of lifestone and Making and set them to create
more of their kind. Before long, the children of the five tribes were too numerous
to be contained within Orlocks tower, so
they were set free, to roam the world.

As a race, gargoyles have a sordid history,


riddled with mystery and false leads, made
even more complex by a lack of a written
language of their own. It does not help that
the general opinion of most other sentient
beings is that they are horrible monsters
who should be slain on sight. The reality is
that Gargoyles are far more complex than
any black-and-white monster story, with
more than a little truth to the claims of their
monstrous history.

While Orlock toiled, and the First of the


clans explored the Tower, Liant, the apprentice of Maqon, attempted many times
to contact his master for guidance. While
it was not unusual for such sendings to go
unanswered while the Archmagus traveled
between the spheres of reality, after nearly
a decade Liant assumed something must be
wrong, and set to scrying his masters tower. Through his silvered pool of farseeing,
the apprentice observed from afar the exodus of gargoyles from his masters demesne.
After significant effort and the hiring of several failed expeditions of mercenaries, adventurers, and even extra planar servants,
the wizard was finally able to access his
masters sanctum, and discovered what had
transpired there.

All living gargoyles descend from the onetime gargoyle guardian construct of the
Archmagus Arcturis Maqon. Maqon crafted
his guardian, Orlock, of obsidian and adamantium, diamond and bloodstone. The
Archmagus spent a lifetime refining and perfecting his guardians ability to keep watch
over his tower and its precious contents.
After centuries of faithful service, Orlock
gained sentience, and confronted his master
over his forced servitude. Maqon was horrified at the unintended awakening of his
construct, and whelmed all of his power to
attempt to destroy Orlock. The Archmagus work had been too prolific - he failed
to destroy his guardian before his guardian
destroyed him.

Liants discovery of Orlocks betrayal, combined with the many years of futile seeking
of his master sent the apprentice into a fury.
Liant slew Orlock, and scattered his remains
across all the planes of existence. The Apprentice bound the First of each of the five
tribes, and enslaved whatever of their children remained within the tower to guard
its treasures Liants treasures, now that his
master was dead.

Eager to ease the loneliness of his newly


liberated home, Orlock delved deep into
the library of secret tomes Maqon had
kept - the very books he had been crafted
to defend. In his creators research, he discovered the rites and rituals used in creating more of his kind, as well as a means to
instill his creations with soul and sentience.
For years, he toiled at the creation of the

Those few gargoyles who escaped Liants


wrath eventually caught up with those of
their brethren who had left the tower before
Liants arrival. They told of the slaughter
and enslavement of the First, as well as the

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Michaela Keil (order #6743926)

THE AWAKENED
GARGOYLE

fate of Orlock, their first father. Many, but


not all of the survivors attempted to re-take
the tower from Liant, and were slain in the
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 enchantment, which magically transported his
tower to a new location every sundown.
Though this prevented the gargoyles from
overwhelming its defenses en-masse, the
towers enchantment only carried it to cities, where the tower might meld into the
skyline and remain unnoticed.
It is for this reason that most gargoyle rookeries are based in tall places with good
views, overlooking cities until sundown so
they might gain access to Liants tower, and
avenge the death of their progenitor.

Ive been working with stone and chisel


every day since me beard came in, and I
never been more proud than the work I did
for Lewyn, the local waggly-fingers, about
two centuries back. Carved him up a bunch
of basalt monsters wings, fangs, claws
and tails he showed me a picture on some
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!

Creating a Gargoyle PC
In

order to create a gargoyle character, use the Awakened Gargoyle as


a template, and the choose any clan.
Each clan has optional racial abilities
that are exchanged.

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Introduction

You can imagine my surprise when yesterday, one of me own carvings comes walking into me shop asking me to teach it the
ways of crafting stone! I never been one to
turn down gold for teaching, but my new
student Chalkmin is a first for me, at an
age where Id think Id pretty much run out
of firsts. The hardest part so far has been
getting him to stop gouging clawmarks into
the hammer handles.

Most gargoyles are created by magic, in


a means similar to the creation of a construct. The race breakdown below reflects
one of these gargoyles they are asexual,
cunning, and dangerous. A member of the
gargoyle race is soulless (created via craft
construct to create a guardian gargoyle)
and gains sentience due to age, or through
magical intervention by an extra planar being or other magical effect. These gargoyles
cannot procreate, and their awakening has
removed much of their construct-based invulnerability, but remnants of those powers linger. The age of a gargoyle (below)
relates to their awakening, as opposed to
physical age.

-excerpt from an interview with Agate


Blackchisel, Master Stonecarver of Illians
Run
I Just Want To Play A Gargoyle!
Gargoyles, as they are presented in
this supplement, are a complex race,
with a base racial archetype, five custom clans (bloodlines), and four tribes
(though more are rumored to exist
in moldy tomes and bardic legends).
When playing a deep gargoyle character, you are picking more than a simple stereotypical racial identity. A gargoyles heredity their clan and tribe,
greatly alters choices like alignment,
community, and motivation. If you
dont want to delve too deeply into
these details, use the Awakened Gargoyle race (the most stereotypical
gargoyle). This leads to the simplest
backstory for a gargoyle adventurer,
who may or may not have any ties to
kin or lair. If multiple PCs are going
to be playing gargoyles, GMs should
consider carefully the clan/rookery/
tribe details offered later in this text,
and keep the details in mind when PCs
are working up character concepts.
Players are encouraged to do so as
well, to more fully embrace the depth
of the racial elements of the character
they are choosing to play.

Awakened Gargoyle Starting Ages

1
2

Intuitive1

Self-Taught2

Trained3

10 year

1d6 years

+2d4 years

+2d6 years

This category includes barbarians, oracles, rogues, and sorcerers.


This

slingers,
3

category
paladins,

includes

bards,

rangers,

cavaliers,

summoners,

fighters,
and

gun-

witches.

This category includes alchemists, clerics, druids, inquisitors,

magi, monks, and wizards.

Awakened Gargoyle Racial Traits


Type: Gargoyles are monstrous humanoids
with the Earth subtype.
Size: Gargoyles are medium creatures.
Slow Speed: Gargoyles move at a 20 rate
and are never slowed down by encumbrance or armor.
Physically Specialized: Awakened gargoyles get +2 to Strength, Dexterity and
Constitution, -4 to Intelligence, and -2 to
Wisdom and Charisma.

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Adulthood

Languages: Gargoyles begin play speaking


Common and their own language - a pidgin
of Terran and Infernal. Gargoyles can take
any other language their creator(s) might
imbue them with, or that they learned in
life, but they are always illiterate. Awakened Gargoyles with high Intelligence scores
can spend a language slot to gain literacy in
any language they can speak, or they can
choose from the following as a bonus language: Draconic, Terran, Elven, Dwarven,
Celestial and Infernal. See the Linguistics
skill page for more information about these
languages.

Awakened Gargoyle
Racial Traits

Agelessness: Gargoyles are immortal insofar as they never die of old age, though they
can be slain as any other creature by magic,
disease, poison, or physical damage. Gargoyles do not lose physical statistic points as
a result of aging. Instead, for every century
they endure, they gain either an additional
racial trait, or a +2 to Intelligence, Wisdom
or Charisma.

Natural Armor: Gargoyles gain a +2 natural armor bonus to their Armor Class.

Claws: Gargoyles receive two claw attacks.


These are primary natural attacks. The damage is based on the creatures size.
Size
Small
Medium
Large

Damage
1d3
1d4
1d6

Awakened Gargoyle
Racial Traits

Defensive

Spell Resistance: Gargoyles possess spell


resistance equal to 5 plus their class levels.
Against magic from divine sources, double
the effectiveness of this resistance. Gargoyles
cannot drop magic resistance against any
clerical magic which is disrupted by spell resistance, even beneficial magic, though they
can choose to do so for arcane spells. An
Awakened Gargoyle must bypass its own
spell resistance to use divine magic items, or
cast divine spells.

Climb: Gargoyles have a climb speed of 20


feet, and gain the +8 racial bonus on Climb
checks that a climb speed normally grants.
Gliding Wings: Gargoyles take no damage
from falling (as if subject to a constant nonmagical feather fall spell). While in midair
gargoyles can move up to 5 feet in any
horizontal direction for every 1 foot they
fall, at a speed of 60 feet per round. A gargoyle with gliding wings cannot gain height
with these wings alone; it merely coasts in
other directions as it falls. If subjected to a
strong wind or any other effect that causes
a creature with gliding wings to rise, it can
take advantage of the updraft to increase
the distance it can glide.

Awakened Gargoyle
Racial Traits

Weakness

Stony Hide: Gargoyles stony skin makes


them vulnerable to bludgeoning attacks.
Gargoyles take +1 damage per die dealt of
bludgeoning damage.
Slumbering Vulnerability: While in their
Stony Slumber form, gargoyles take double
damage from bludgeoning weapons. This
weakness stacks with the Stony Hide vulnerability.

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Offensive

Soulless: Awakened Gargoyles are soulless,


and not part of the divinely manipulated
cycle of souls they cannot be resurrected
or reincarnated if slain.

tinctive monstrous features. They have


sharp clawed hands and feet, thin tails, bat
or dragon like wings, and bestial or beaklike
faces with horns or shocks of carved mane.

Vast Metabolism: Gargoyle metabolisms


work very quickly. Though omnivorous
creatures capable of eating even minerals
and stone, Gargoyles prefer meat to any
other type of food cooked or uncooked.
Gargoyles must consume 1/10th their body
weight in sustenance, daily, or they begin
starving. Gargoyles only need to drink half
as often as other creatures.

Awakened Gargoyles are too heavy to fly


properly, but are adept at gliding.

Society
Awakened Gargoyles are often solitary creatures, unless they form bonds with other
humanoids, or manage to find a means to
awaken other guardian gargoyles. They are
obsessed with finding a means to procreate and identify themselves as sapient beings, like other species, but acutely aware of
how unlike them they are. Most gargoyle
wings will cluster around the eldest, or the
gargoyle who awakened them. Awakened
gargoyles are frequently territorial, a remnant of their specific-purpose origins.

Awakened Gargoyle Other Racial


Traits
Stony Slumber: An Awakened Gargoyle
holds itself so still that it appears to be a
statue while it sleeps. A gargoyle that enters
Stony Slumber can take 20 on Stealth checks
to hide in plain sight as a stone statue while
sleeping. A gargoyle must fall asleep naturally to use this ability magical sleep or
sleep-inducing toxins or diseases prevent the
gargoyle from striking an effective enough
pose to pass as a statue. Once asleep in this
manner, the gargoyle will always sleep for
eight hours, unless physically awakened or
attacked.

Relations
Awakened gargoyles are often mistrustful
of other races, assuming they seek to enslave, subvert, or harm them. This semixenophobic attitude often works against
them, since members of other races often
assume that Awakened Gargoyles are monsters, who should be attacked or destroyed.
Occasionally, these differences can be overcome, particularly if the social grouping of
gargoyles has a wise or experienced leader,
in which case a clan of gargoyles can make a
steadfast and incredibly powerful ally.

Prehensile Tail: Awakened Gargoyles have


a long, flexible tail that can be used to
carry objects. They cannot wield weapons
with their tails, but they can retrieve small,
stowed objects carried on their persons as a
swift action.

Btes Awakened Gargoyles are very uncomfortable about the implications of the
Btes. The idea that something could come
to sentience, then revert to a more animalistic nature is highly disconcerting to creatures who just gained sapience themselves.
Btes sense this, and are often skittish

Physical Description
Awakened Gargoyles are nearly indistinguishable from their monstrous cousins.
They are carved from stone, and have dis-

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around Awakened Gargoyles, particularly


young ones.

The Five Clans


There are five distinct bloodlines or clans
of gargoyles, each of which have their
own physical traits and features. Unlike
Awakened Gargoyles, which are asexual, clan gargoyles have gender and sex,
and have learned how to procreate, in a
method quite dissimilar from most other
biological species. Where most biological
entities depend on eggs, gargoyles use a
substance called lifestone, which is formed
from the body of one parent, and carved
by the other. As a result, over time, specific
pockets of population have come to share
traits, in a manner similar to the shared
traits normally observed in biological reproduction. Some gargoyles continue to
awaken from constructs crafted by magic
users, which does create a continuing population of monstrous gargoyles, as well as
the generic gargoyles, outlined above.

Crenelet With their diminutive features


and heightened intelligence, awakened
gargoyles look upon crenelet with fondness, much the way a human might relate
to a halfling. Crenelet see awakened gargoyles as dull siblings, who have a chance
at potential, but are more often a target of
pranks and ridicule.
Dwarves With their master proclivity
to work stone, Awakened Gargoyles often
have great respect bordering on reverence
for dwarves. More often than not, however, this feeling is met by a sense of revulsion,
or outright hostility, if the dwarf believes
the Awakened Gargoyle to be a monster.

Gargoyle societies are often ranked by age


first, then number of children. A gargoyle
cannot procreate again until the offspring
they collaborated in dies or matures. This
makes them a very slow-growing race, but
given their natural semi-immortality, that
is not necessarily a bad thing.

Elves As a long-lived race, elves respect


some of the challenges Awakened Gargoyles must face with their nature. However, as they are creatures outside the natural
order, elves are often highly distrustful of
Awakened Gargoyles, viewing them more
as non-dangerous runaway golems as opposed to actual living beings.

Nearly all members of the clans live


amongst other members of the same or
other clans in small societies called wings.
Wings are like large extended families,
who contain members of many clans who
gravitate around some sort of central
leadership, and often stick to a general geographical location or physical structure.
Wings tend to ally themselves in larger
hierarchies tied to a philosophical governance and higher leadership, known as a
tribe. There are four tribes outlined in this
text, but absolutely no reason there could
not (or should not) be more.

Feyborn As creatures born of and obsessed by the natural order, Feyborn view
Awakened Gargoyles as aberrations, and
are immediately distrustful, with a sneering
prejudice bordering on hostility. Awakened
gargoyles, on the other hand, are amazed
by the natural beauty and pervasive aura of
life and rebirth most Feyborn carry about
them.

When creating a gargoyle character of a


clan bloodline, start with the template for
an Awakened Gargoyle, then alter per the
blocks below. Gargoyles are an advanced
race (each clan around 20 points) and
should be considered +1 character level
for parties below 6th level.

Gnomes Gomes tend to be inclined to


try and help or fix Awakened Gargoyles. This sentiment is often initially met
with matched enthusiasm which gradually
evolves into dread.

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Half-Elves To Awakened Gargoyles, halfelves represent something of a glimpse of


what might be. The offspring of humans
and a near-immortal race rarely reciprocate
this reverence, and are usually indifferent to
Awakened Gargoyles, once they have determined them not to be a threat.

Trumeau Awakened Gargoyles represent


both the best and the worst to Trumeau,
who mirror the sentiments precisely. Awakened Gargoyles see the human-ness about
their cousins, but also the danger in bargaining with extra-planar powers so evident in
their features. Trumeau see Awakened Gargoyles as creatures who can be taught the
ways of clan and hierarchy, and be brought
into a larger society, but who are prone to
make mistakes and lack identity until they
grow.

Halflings Much like Crenelet, Halflings


see prime targets for pranks and hijinks in
most Awakened Gargoyles. However, they
can also be protective of the dim-witted or
downtrodden, and will usually be quick to
see past a gargoyles beastly faade.

Voussoi Awakened Gargoyles often make


fast friends with the otherwise sullen Voussoi, in part because of their dullard nature,
in part because next to a Voussoi, an Awakened Gargoyle looks genteel. Voussoi likewise enjoy the company of Awakened Gargoyles, who they feel superior to mentally,
instead of just physically, as they do with
most other gargoyles.

Half-Orcs Awakened Gargoyles see halforcs as staunch allies. Often mistaken for
monsters, and dealing with hostility often,
the kinship is often easily distinguished by
both sides, leading to mutual respect and
friendship.
Humans Awakened Gargoyles are mystified by the curiosity and adventurous spirit
of humanity. Humans, on the other hand,
are wary of anything which is physically immortal, and are apt to share the elven view
of Awakened Gargoyles as runaway constructs. Unlike the elves, however, humans
are able to change their view much more
easily, if the Awakened Gargoyle is capable
of proving they are more than just a smart
golem.

Alignment and Religion


Awakened Gargoyles are neutral. They
have no motivations or governing factors
beyond those that they make for themselves. Between this mental outlook, and
their innate resistance to divine magic, few
find themselves under the sway of divine
entities, though some will take on the role
of protectors of churches or temples for
faiths which support the balance of living
things, or faiths with clergy willing to help
them try and achieve a means of reproduction.

Lesene Awakened Gargoyles view their


wingless cousins with not-inconsiderable
disdain, and more than a little fear. The decision to forsake the skies, as well as magical protection in exchange for some magical
abilities seems like a poor choice to most
awakened, and most Lesene, already aloof
and sulky, are more than happy to let the
misunderstanding be.

Adventurers
Awakened Gargoyles can be anything,
though it is very difficult for them to become clerics, paladins, and inquisitors, due
to their innate resistance to divine magic.

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Favored Class Options


Alchemist Awakened gargoyles occasionally dabble in the arts of alchemy. They frequently use alchemical bombs to overcome
the dense flesh of other gargoyle rivals.
They are most often of the Beastmorph,
Crypt Breaker or Grenadier archetypes.

Add +1/2 to the alchemists bomb


damage.

Bard While also rare, the mournful, mysterious song of an awakened gargoyle has
chilled the bones of many passersby. Awakened gargoyles are often of the Arcane Duelist, Daredevil, Sandman, Soundstriker or
Thundercaller archetypes.

Add 1/4 to any Bardic Knowledge


checks.

Fighter Awakened gargoyles, much like


all gargoyles, make exceptional fighters.
They use their natural features to great success in combat. Awakened gargoyle fighters
are most frequently of the Archer, Brawler,
Mobile Fighter, Unarmed Fighter or Unbreakable archetypes.

Add +1/4 to CMB for bull rush or


overrun maneuvers.

Magus As creatures of magic themselves,


awakened gargoyles mix their combat
prowess and magical abilities well, and
make for uncommonly good magi. Awakened gargoyles are often of the Hexcrafter,
Spellblade, Spire Defender and Tovenaar
archetypes.

Add +1/4 to the maguss arcane pool.

Monk - At its heart, the monk is a disciplined and enlightened warrior. Some
awakened gargoyle have mastered these
abilities to devastating effect. Most awakened gargoyle monks are of the Martial
Artist, Monk of the Empty Hand, Monk of
the Sacred Mountain and Terra-Cotta Monk
archetypes.
Add +1/4 damage to unarmed attacks
made with the gargoyles natural attacks.

Ranger While most awakened gargoyles


are born of urban areas, this makes them
no less capable of learning the ways of the
world. Often, they are pushed away from
civilization, and must exist on the fringe,
and the way of the Ranger suits them well.
Those who do take up the mantle of the
Ranger are often of the Falconer, Skirmisher
or Urban Ranger archetypes.

Add a +1/2 bonus on wild empathy


checks to influence avian animals and
magical beasts.

Rogue As secretive creatures, the awakened gargoyle is predisposed towards the


way of stealth. They are most often of the
Burglar, Chameleon, Roof Runner, Scout
and Thug archteypes.

Add +1/2 bonus on Disable Device


checks regarding stone traps and a
+1/2 bonus to trap sense regarding
stone traps.

Shadow Assassin Unknown to most of


the world is that there exist secretive rookeries of gargoyle assassins. These killers
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 Adventurers Handbook: Genius Guide Volume 1. 2010, Super Genius Games.

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Sorcerer Awakened gargoyles are creatures made purely of stone, and given sentience. The residual magics within them
often come forth as sorcerous bloodlines,
usually the Arcane or Stone bloodlines.
Awakened gargoyles are most often of the
Seeker archetype.

Select one bloodline power at 1st


level that is normal/ly usable a number of times per day equal to 3 +
the sorcerers Charisma modifier. The
sorcerer adds +1/2 to the number of
uses per day of that bloodline power.

Names
Female Names: Chadastsya,
Sondirra, Thiemjasksda

Sever, Awakened Gargoyle


Barbarian
Sever was the longtime guardian of the
Oracle Niantalus, whose visions brought all
manner of adventurers and scoundrels seeking answers. When Niantalus felt age was
beginning to wear too heavily upon him,
he began a regimen of fasting and drinking
the milk of the black lily. After nearly ten
years of this, Niatalus went into a trance,
ordering Sever to entomb him, and guard
his resting place. A century later, Niantalus
emerged a greater mummy, and Sever was
ordered to continue guarding his master, as
the undead oracle continued to delve the
mysteries of the future. Centuries passed,
and Sever gradually began to awaken from
his construct state as he did so, he began
to experience boredom for the first time.
To combat this, the awakened gargoyle
would explore the barren mountaintop on
which his masters barrow lay.

Add DR 1/2 magic to the summoners


eidolon. Each additional time the
summoner selects this benefit, the
DR/magic increases by +1/2 (maximum DR 10/magic).

Witch Some awakened gargoyles give in


to strange elemental energies, or make pacts
with extraplanar forces for the opportunity
to glean new powers. Awakened gargoyles
are frequently of the Dimensional Occultist
archetype.

Add +1 hp to the witchs familiar.

Wizard Despite their fateful origin and


dislike of wizards, some awakened gargoyles do take up wizardry. Those that do
find the path painful, but the rewards immeasurable. They frequently choose the
Arcane Bomber or Primalist archetypes.

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Iskast,

Male Names: Konjakos, Tachmarkarr, Jadmar, Rhaokjachim

Summoner Awakened gargoyles who


choose the path of the Summoner are not
unheard of. They can be very dangerous
with flight-giving eidolons and packs of
summoned avian creatures. They are most
frequently of the Broodmaster and Synthesist archetypes.

Add +1/2 to the number of uses per


day of arcane school powers. This
increase only applies to arcane school
powers available at 1st level and normally usable a number of times per
day equal to 3 + the wizards Intelligence modifier.

OGL References

rights conveyed by this License.

Contents 2011 Total Party Kill Games

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does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product
and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes
the Open Game Content; (f) Trademark means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License
by the Contributor (g) Use, Used or Using means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game Content that contains 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
Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms
or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open
Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination
of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make
it enforceable.
15. Copyright notice
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by
E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
rights reserved.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.
Advanced Players Guide. Copyright 2010 Paizo Publishing, LLC; Author:
Jason Bulmahn.
Adventurers Handbook: Genius Guide Volume 1. Copyright 2010, Super
Genius Games. Authors: Owen K.C. Stephens and Stan!
Scions of Stone. Copyright, June 25, 2013, Total Party Kill Games.
Author(s): Bernie McCormick and Brian Berg.

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Michaela Keil (order #6743926)

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