Monster: Avoral
Guardinals are animalistic champions of pure good. Monster Manual describes only two types of guardinals - avorals and leonals. Here is my attempt at converting the avian avoral. Includes two new Sorcery spells.
Avoral [Monster Manual, page 141]
Attribute Modifiers: ST+6 (Size Modifier, -10%) [54]; DX+2 [40]; IQ+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: SM+1; Basic Move +1 [5].
Advantages: Acute Vision 3 [6]; Animal Empathy [5]; DR 3 (Flexible, -20%) [12]; Doesn’t Eat or Drink [10]; Flight (Cannot Hover, -15%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%) [12]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 3 (Improved, +150%) [15]; Night Vision 5 [5]; Resistant to Poison (+3) [5]; See Invisible (Magical; Magical, -10%; True Sight, +50%) [21]; Sharp Claws [5]; Speak with Animals (Magical, -10%) [23]; Unaging [15].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Fear Aura: Terror (Magical, -10%; Presence, +25%; Selective Area, +20%) [29].
Tongues: Cosmic Power 3 (Limited, One Spoken Language, -50%; Magical, -10%) [12].
Spell-Like Abilities (Alternative Abilities) [100]:
Air Jet 3 [18/5=4] – see GURPS Thaumatology: Sorcery, page 12;
Command [43/5=9];
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, page 19;
Dimension Door [60];
Dispel Magic 1 [60/5=12] – see GURPS Thaumatology: Sorcery, page 21;
Light 1 [11/5=3] – see GURPS Thaumatology: Sorcery, page 19;
Minor Healing [32/5=7] - see GURPS Thaumatology: Sorcery, page 17;
Personal Blur [12/5=3].
Disadvantages: Intolerance (Fiends) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Truthfulness (9) [-7]; Vulnerability (Silver, x2) [-10]; Vulnerability (Unholy Weapons, x2) [-10].
Perks: Feathers [1]; Holy Touch [1].
Creature Type: Outsider (Good, Guardinal).
Knowing Your Own Strength [460] |
Typical Stats
ST: |
16 (KYOS: 14) |
HP: |
16 (KYOS: 14) |
Speed: |
6 |
DX: |
12 |
Will: |
12 |
Move: |
7 ground, 12 air (cannot hover) |
IQ: |
12 |
Per: |
12 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+1 |
Dodge: |
10 |
Parry: |
11 |
DR: |
3*, 20 (vs. electricity) |
Sharp Claws (15): thrust 1d+2 cutting (KYOS: 2d-1 cutting), Reach C-1. If used on the ground, requires a DX roll to remain standing on a failed attack roll, as a normal kick.
Fear Aura: An avoral can activate this ability to cause all creatures within 10 yards of him to make a Fright Check. The avoral can exclude any beings from the area of effect. If a victim succeeds at his Fright Check, he will be unaffected by the avoral’s Fear Aura for one hour.
Tongues: Aside from the languages the guardinal 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):
Air Jet 3 (15) – see GURPS Thaumatology: Sorcery, page 12;
Command (12);
Detect Magic (12) – see GURPS Thaumatology: Sorcery, page 19;
Dimension Door (12);
Dispel Magic 1 (12) – see GURPS Thaumatology: Sorcery, page 21;
Light 1 (12) – see GURPS Thaumatology: Sorcery, page 19;
Minor Healing (12) - see GURPS Thaumatology: Sorcery, page 17;
Personal Blur.
Traits: Acute Vision 3; Animal Empathy; Combat Reflexes; Doesn’t Eat or Drink; Feathers; Flight (Cannot Hover; Temporary Disadvantage, No Fine Manipulators; Winged); Holy Touch; Immunity to Electrical Conduction; Immunity to Noxious Electrical Effects; Immunity to Petrification; Infravision; Intolerance (Fiends); Magic Resistance 3 (Improved); Night Vision 5; Pacifism (Cannot Harm Innocents); Resistant to Poison (+3); See Invisible (Magical; Magical; True Sight); Speak with Animals (Magical); Truthfulness (9); Unaging; Vulnerability (Silver, x2); Vulnerability (Unholy Weapons, x2).
Skills: Aerobatics-15; Brawling-15; Flight-15; Innate Attack (Beam)-15.
Creature Type: Outsider (Good, Guardinal).
NEW SORCERY SPELLS
Dimension Door
Keywords: None.
Full Cost: 60 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Self.
Duration: Instantaneous.
You teleport to another place within
10 yards that you able to see with your own eyes. You can carry up to Medium
Encumbrance when you travel.
Modify the casting roll as follows:
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ
roll, as follows:
Preparation Time
|
IQ Modifier
|
None
|
-10
|
1 second
|
-5
|
2 seconds
|
-4
|
4 seconds
|
-3
|
8 seconds
|
-2
|
15 seconds
|
-1
|
30 seconds
|
0
|
1 minute
|
+1
|
2 minutes
|
+2
|
4 minutes
|
+3
|
8 minutes
|
+4
|
15 minutes
|
+5
|
30 minutes
|
+6
|
1 hour
|
+7
|
2 hours
|
+8
|
4 hours
|
+9
|
8 hours
|
+10
|
This table is not open-ended; +10 is the maximum possible bonus.
Fatigue Points:
Apply a bonus of +1 per additional FP spent. You must declare this before you
roll, and you lose the FP whether you succeed or fail. You never have to spend
FP, but it is usually a good idea if you must travel far or without much
preparation.
On a success, you appear at your target
destination. On a failure, you go nowhere. On a critical failure, you arrive at
the wrong destination. This can be anywhere the GM wishes! It need not be
dangerous, but it should seriously inconvenience you.
You can cast this spell to evade
attacks in combat. Once per turn, you may teleport to any space you can see within
10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent
roll will be at -10 for instant use, so you might want to spend FP to improve your
odds!
Statistics: Warp
(Extra Carrying Capacity, Medium, +20%; No Strain, +25%; Range Limit, 10 yards,
-50%; Sorcery, -15%; Vision-Based, Reversed, -20%) [60].
True Seeing
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell allows the subject to see
through illusions of any kind.
Statistics:
Affliction 1 (HT; Advantage, True Seeing, +140%; Extended Duration, 10x, +40%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [30]. Notes: “True Seeing” is See Invisible (Illusion; Magical,
-10%) [14].
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