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, Wis +4, Cha +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.

 

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