HALF-GRYPHON
& HALF-GRYFFOR
Half-gryphon & half-gryffor creatures are always more formidable than others of
their kind that do not have griffon blood, and their appearance betrays their
nature—fur, feline features, Aquiline eyes, and exaggerated teeth and claws,
and the wings are a big give away. Half
Gryphon’s have heads like an eagle’s though far more emotional. Half Gryffor have heads like lions and taloned hands. The
males of the gold griffor have manes of fire, while
the necks of the silver are rings in cold fog both of which deal 1d3 of fire
and cold damage respectively in a grapple check.
CREATING
A HALF-GRIFFON
“Half-griffon” is an
inherited template that can be added to any living, corporeal creature
(referred to hereafter as the base creature).
A half-gryphon & half-gryffor uses all the base creature’s statistics and special
abilities except as noted here.
Size and Type:
The creature’s type changes to magical beast. Size is
unchanged. Do not recalculate base attack bonus or saves.
Hit Dice:
Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A half-gryphon
& half-gryffor have wings and can fly at twice
its base land speed (maximum 120 ft.) with good maneuverability.
Armor Class:
Natural armor improves by +3.
Attack: A
half-gryphon & half-gryffor have two dire claw
attacks and a devastating bite attack, and the claws are the primary natural
weapon. If the base creature can use weapons, the
half-gryphon & half-gryffor retains this ability. A half-gryphon & half-gryffor
fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A
half-gryphon & half-gryffor fighting without
weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its
primary attack and its bite as a natural secondary attack. If it has a hand
free, it uses a claw as an additional natural secondary attack.
Damage: Half-gryphons have bite and claw attacks. If
the base creature does not have these attack forms, use the damage values in
the table below. Otherwise, use the values below or the base creature’s damage
values, whichever are greater.
|
Size |
Bite
Damage |
Claw
Damage |
|
Fine |
1d2 |
1 |
|
Diminutive |
1d3 |
1d2 |
|
Tiny |
1d4 |
1d3 |
|
Small |
1d6 |
1d4 |
|
Medium |
1d8 |
1d6 |
|
Large |
2d6 |
1d8 |
|
Huge |
2d8 |
2d6 |
|
Gargantuan |
4d6 |
3d6 |
|
Colossal |
4d8 |
4d6 |
Special Attacks:
A half-gryphon & half-gryffor retains all the
special attacks of the base creature and gains two breath weapon based on the
gryphon variety (see the table below), usable once per day. A
half-gryphon’s breath weapon deals 6d8 points of damage. A
successful Reflex save (DC 10 + 1/2 half-gryphon’s
racial HD + half-gryphon’s Con modifier) reduces damage by half. At Character level 5 they begin to be able to
use this more than once a day, but he must wait 1d6 minutes before using either
breath weapon again then at level 11 1d4 they may use the ability at will but
must wait 1d4 minutes between uses. Then
at level 15 he need only wait 1d4 rounds.
|
Gryphon Variety |
1st Breath Weapon |
2nd Breath Weapon |
|
Black |
100-foot line
of acid |
60-foot line of
Force |
|
White |
100-foot line of lightning |
60-foot line of Force |
|
Gryffor Variety |
1st Breath Weapon |
2nd Breath Weapon |
|
Gold |
100-foot line of fire |
30-foot cone of Sonic |
|
Silver |
100-foot line of cold |
30-foot cone of Sonic |
Fists of Power: At level 7 when psionically
focused half-gryphon & half-gryffor gains an added
damage to its natural attack which function like weapon ability Flaming, except
it deals the damage of the same energy as its first breath weapon. At level 14 when psionically focused they gain the equivalent of Flame
Bursting. Finally, at level 21 when psionically focused they gain the equivalent of fiery
blast. This prevents a monk or other persons with similar abilities from adding
this ability of the corresponding energy such a white gryphon can not have shocking fist.
However he could have frost firsts.
Special Qualities: A half-gryphon & half-gryffor has all
the special qualities of the base creature, plus darkvision
out to 60 feet and low-light vision. A half-gryphon
& half-gryffor has immunity to compulsion and
paralysis effects, and a DR and an energy resistances, immunity, and affinity
based on its variety.
|
Hit Dice |
Gryphon Varity |
Gryffor Varity |
||
|
Black |
White |
Gold |
Silver |
|
|
1–2 |
10 Acid
Resistance |
10
Electricity Resistance |
10 Fire
Resistance |
10 Cold
Resistance |
|
3–4 |
DR 5/Magic |
DR 5/Magic |
DR 5/Magic |
DR 5/Magic |
|
5–6 |
20 Acid
Resistance |
20
Electricity Resistance |
20 Fire
Resistance |
20 Cold
Resistance |
|
7–8 |
DR 10/Magic |
DR 10/Magic |
DR 10/Magic |
DR 10/Magic |
|
9–10 |
Acid Immunity |
Electricity
Immunity |
Fire Immunity |
Cold Immunity |
|
11–12 |
DR 10/Good |
DR 10/Evil |
DR 10/Dharmic |
DR 10/Willful |
|
13–14 |
25% Acid
Affinity |
25%
Electricity Affinity |
25% Fire Affinity |
25% Cold
Affinity |
|
15–16 |
DR 10/Good &
Silver |
DR 10/Evil
& Cold Iron |
DR 10/Dharmic
& Cold Iron |
DR 10/Willful
& Silver |
|
17–18 |
50% Acid
Affinity |
50%
Electricity Affinity |
50% Fire Affinity |
50% Cold
Affinity |
|
19–20 |
DR 15/Good &
Silver |
DR 15/Evil
& Cold Iron |
DR 15/Dharmic
& Cold Iron |
DR 15/Willful
& Silver |
Abilities:
Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +4,
Skills: A
half-gryphon & half-gryffor gains skill points as
a gryphon and has skill points equal to (6 + Int
modifier) x(HD
+ 3). Do not include Hit Dice from class levels in
this calculation—the half-gryphon & half-gryffor gains
gryphon skill points only for its racial Hit Dice, and gains the normal amount
of skill points for its class levels. Treat skills
from the base creature’s list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the gryphon
variety.
Challenge Rating:
Same as the base creature + 2 (minimum 3).
Alignment: Same as the gryphon variety.
Level Adjustment:
Same as base creature +3.