Monster: Ghaele
The one in the left |
Ghaele [Monster Manual, page 94]
436 points
Attribute Modifiers: ST+5 [50]; DX+2 [40]; IQ+2 [40]; HT+2 [20].
Color
Spray (No Gestures, Incantation, and IQ Roll, +30%) [31/5=7];
Detect
Thoughts (No Gestures and Incantation, +20%) [18/5=4];
Dispel
Magic (No Gestures and Incantation, +20%) [60];
Major
Image 1 (No Gestures, Incantation, and IQ Roll, +30%) [47/5=10];
Minor
Healing [32/5=7] – GURPS Thaumatology:
Sorcery, page 19.
Disadvantages: Charitable (12) [-15]; Code of Honor (Celestial Elardin) [-10]; Impulsiveness (12) [-10]; Intolerance (Fiends) [-5]; No Sense of Humor [-10]; Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks:
Anarchic Touch [1]; Holy Touch [1]; Illumination [1].
Features:
Early Maturation 1.
Creature Type:
Outsider (Chaotic, Eladrin, Good).
Notes:
Globe shape [420]
Attribute Modifiers: DX+2 (No Fine Manipulators, -40%) [24]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages:
360° Vision (Panoptic I, +20%) [30]; Combat Reflexes [15]; Dark Vision [25];
Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extended
Lifespan 3 [6]; Flight [40]; Immunity to Metabolic Hazards [30]; Immunity to
Petrification [5]; Injury Tolerance (Diffuse) [100]; Injury Tolerance (No Eyes)
[5]; Magic Resistance 3 (Improved, +150%) [15]; See Invisible (Magical;
Magical, -10%) [14]; Temperature Tolerance 6 [6].
Light Ray: Burning Attack 2d (Costs Fatigue, 1 FP, -5%;
Magical, -10%; Nuisance Effect, Reflective, -5%) [8].
Tongues: Cosmic Power 3 (Limited, One Spoken Language,
-50%; Magical, -10%) [12].
Spell-Like Abilities (Alternative Abilities) [97]:
Disadvantages: Charitable (12) [-15]; Code of Honor (Celestial Elardin) [-10]; Impulsiveness (12) [-10]; Intolerance (Fiends) [-5]; No Sense of Humor [-10]; Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Globe shape [420]
Color
Spray (No Gestures, Incantation, and IQ Roll, +30%) [31/5=7];
Detect
Thoughts (No Gestures and Incantation, +20%) [18/5=4];
Dispel
Magic (No Gestures and Incantation, +20%) [60];
Major
Image 1 (No Gestures, Incantation, and IQ Roll, +30%) [47/5=10];
Minor
Healing [32/5=7] – GURPS Thaumatology:
Sorcery, page 19.
Disadvantages: Charitable (12) [-15]; Code of Honor (Celestial Elardin) [-10]; Impulsiveness (12) [-10]; Intolerance (Fiends) [-5]; No Manipulators [-50]; No Sense of Humor [-10]; Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks: Anarchic
Touch [1]; Holy Touch [1]; Illumination [1].
Features:
Early Maturation 1; No Legs (Aerial).
Disadvantages: Charitable (12) [-15]; Code of Honor (Celestial Elardin) [-10]; Impulsiveness (12) [-10]; Intolerance (Fiends) [-5]; No Manipulators [-50]; No Sense of Humor [-10]; Pacifism (Cannot Harm Innocents) [-10]; Vulnerability (Cold Iron, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Typical Stats – Humanoid Form
ST: |
15 |
HP: |
15 |
Speed: |
6 |
DX: |
12 |
Will: |
13 |
Move: |
7 |
IQ: |
13 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
12 |
DR: |
3
(light segmented plate; torso and limbs); 10 (vs. light) |
Thrusting Greatsword swing (16): swing 3d cutting, Reach 1, 2.
Thrusting Greatsword thrust (16): thrust 2d impaling (KYOS: 2d+2
impaling), Reach 2.
Light Ray (in orb form) (16): 2d tight-beam burning. Acc 3, Range
10/100, costs 1 FP.
Alternate Form: A ghaele can shift between its humanoid and
globe forms by taking 5 consecutive Ready maneuvers. Clothing and gear weighing
no more than his BL change with it. If the eladrin dies or gets knocked
unconscious, it does not revert to its natural form.
Tongues: Aside from the languages the eladrin knows, it
has one slot that it can fill with any spoken language that is not “secret” or
“lost” at the Native comprehension level by taking a Ready maneuver.
Veiling: The eladrin may assume a different form as if
using the Morph advantage (p. B84). The transformation takes 10 seconds. If he
is knocked out or killed, he immediately reverts to his native form (which will
also be unconscious or dead). The eladrin can only change his outward
appearance. His abilities and racial template are unaffected. He can only
choose a humanoid form with the same body layout.
The eladrin
can always take on the form of a being he can see or touch, provided its racial
template cost does not exceed his. Once he has assumed a form, he can opt to
memorize it by concentrating for one minute. This allows him to shapeshift into
that form at any time. The eladrin can memorize a number of forms equal to his
IQ. If all his “slots” are full, his must overwrite a previously memorized form
(his choice) to add the new form. Memorizing cosmetic changes also requires a
“slot”.
Spell-Like Abilities (Alternative Abilities):
Spell-Like Abilities (Alternative Abilities):
Color
Spray (No Gestures, Incantation, and IQ Roll) (14);
Detect
Thoughts (No Gestures and Incantation) (13);
Dispel
Magic (No Gestures and Incantation) (13);
Major
Image 1 (No Gestures, Incantation, and IQ Roll);
Minor Healing (13) – GURPS
Thaumatology: Sorcery, page 19.
Traits: Anarchic Touch; Charitable (12); Code of Honor (Celestial Eladrin); Combat Reflexes; Doesn’t Eat or Drink; Early Maturation 1; Extended Lifespan 3; Holy Touch; Illumination; Immunity to Petrification; Impulsiveness (12); Intolerance (Fiends); Magic Resistance 3 (Improved); Night Vision 5; No Sense of Humor; Pacifism (Cannot Harm Innocents); Protected Vision; See Invisible (Magical; Magical); Temperature Tolerance 6; Vulnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
Skills: Brawling-16; Broadsword-16; Diplomacy-14; Innate Attack (Beam)-14; Leadership-15; Shield-14; Tactics-15; Two-Handed Sword-16.
Creature Type: Outsider
(Chaotic, Eladrin, Good).
Traits: Anarchic Touch; Charitable (12); Code of Honor (Celestial Eladrin); Combat Reflexes; Doesn’t Eat or Drink; Early Maturation 1; Extended Lifespan 3; Holy Touch; Illumination; Immunity to Petrification; Impulsiveness (12); Intolerance (Fiends); Magic Resistance 3 (Improved); Night Vision 5; No Sense of Humor; Pacifism (Cannot Harm Innocents); Protected Vision; See Invisible (Magical; Magical); Temperature Tolerance 6; Vulnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
Skills: Brawling-16; Broadsword-16; Diplomacy-14; Innate Attack (Beam)-14; Leadership-15; Shield-14; Tactics-15; Two-Handed Sword-16.
Typical Stats – Globe Form
ST: |
10 |
HP: |
10 |
Speed: |
6 |
DX: |
12 |
Will: |
13 |
Move: |
12
air |
IQ: |
13 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
N/A |
DR: |
- |
Light Ray (14): 2d tight-beam burning. Acc 3, Range 10/100,
costs 1 FP. The beam is easily reflected. Normally it cannot be blocked, but
someone may use a mirror or a highly polished shield to do so; this causes the
attack to bounce off in a random direction, possibly striking the wrong target
(p. B389). The mirror-wielder may even attempt to reflect it back at the
archon, but this gives -2 to Block; the archon defends normally. On the upside,
the archon may make use of mirrored surfaces to “ricochet” the beam. This
inflicts -2 per bounce to the attack roll, but may allow the attacker to bypass
cover; in addition, the target is at -1 per bounce to defend.
Alternate Form: A ghaele can shift between its humanoid and
globe forms by taking 5 consecutive Ready maneuvers. Clothing and gear weighing
no more than his BL change with it. If the eladrin dies or gets knocked
unconscious, it does not revert to its natural form.
Tongues: Aside from the languages the eladrin knows, it
has one slot that it can fill with any spoken language that is not “secret” or
“lost” at the Native comprehension level by taking a Ready maneuver.
Spell-Like Abilities (Alternative Abilities):
Color
Spray (No Gestures, Incantation, and IQ Roll) (14);
Detect
Thoughts (No Gestures and Incantation) (13);
Dispel
Magic (No Gestures and Incantation) (13);
Major
Image 1 (No Gestures, Incantation, and IQ Roll);
Minor Healing (13) – GURPS
Thaumatology: Sorcery, page 19.
Traits: 360° Vision (Panoptic I); Anarchic Touch; Charitable (12); Code of Honor (Celestial Eladrin); Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Early Maturation 1; Extended Lifespan 3; Flight; Holy Touch; Illumination; Immunity to Petrification; Impulsiveness (12); Injury Tolerance (Diffuse); Injury Tolerance (No Eyes); Intolerance (Fiends); Magic Resistance 3 (Improved); No Manipulators; No Sense of Humor; Pacifism (Cannot Harm Innocents); See Invisible (Magical; Magical); Temperature Tolerance 6; Vulnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
Skills: Brawling-16; Broadsword-16; Diplomacy-14; Innate Attack (Beam)-14; Leadership-15; Shield-14; Tactics-15; Two-Handed Sword-16.
Creature Type: Outsider
(Chaotic, Eladrin, Good).
Traits: 360° Vision (Panoptic I); Anarchic Touch; Charitable (12); Code of Honor (Celestial Eladrin); Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Early Maturation 1; Extended Lifespan 3; Flight; Holy Touch; Illumination; Immunity to Petrification; Impulsiveness (12); Injury Tolerance (Diffuse); Injury Tolerance (No Eyes); Intolerance (Fiends); Magic Resistance 3 (Improved); No Manipulators; No Sense of Humor; Pacifism (Cannot Harm Innocents); See Invisible (Magical; Magical); Temperature Tolerance 6; Vulnerability (Cold Iron, x2); Vulnerability (Unholy Weapons, x2).
Skills: Brawling-16; Broadsword-16; Diplomacy-14; Innate Attack (Beam)-14; Leadership-15; Shield-14; Tactics-15; Two-Handed Sword-16.
NEW SORCERY SPELL
Ghaele’s Gaze
Keywords: Resisted
(Will).
Full Cost: 27 points for level 1 + 9 points/additional level.
Casting Roll: Will.
Range: 10 yards.
Duration: Instantaneous.
Evil creatures are terrified by ghaeles, while non-evil creatures are
awed. You can target any creature within 10 yards. Roll a Quick Contest of Will
with your subject. If you win, roll 3d for the result, as usual, but add your
margin of victory instead of his margin of failure. Your victim gets +1 per
Fright Check after the first within 24 hours. If a victim succeeds at his
Fright Check, he will be unaffected by your Ghaele’s Gaze for one hour. Each
additional level of this spell imposes ‑1 to the Fright Check. For example,
with Ghaele’s Gaze 4, the subjects must make Fright Checks at ‑3. Use the standard Fright Check
table for unholy creatures, but for all other subjects use the Awe variant
table (GURPS Powers, page 85).
Statistics: Terror (Active, +0%; Presence, +25%;
Sorcery, -15%; Vision-Based, Reversed, -20%) [27]. Additional levels add ‑1 to the Fright
Check [+9].
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