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War Griffons

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War Griffon, Scout Intelligence: 4 Movement: 15, Fl 36 (B) Hit Dice: 6 Morale: 5-7 Unsteady Average Only the smallest of riders are accepted (like racehorse jocks), often women or halflings. Typically both the griffon and rider are unarmored and the rider only lightly equipped. Multi-class fighters with spellcasting or psionic abilities, especially to attack or communicate at long range, are preferred. The scouts are known to be more "flighty" than the other lines. They startle easily and can be finicky or temperamental. This and their light frame necessitates keeping them away from the front lines. On occasion they fail to bond properly with a rider, but can still act independently as messengers (like a carrier pidgeon).

War Griffon, Savant Intelligence: Varies (5-18) Movement: 15, Fl 36 (B) Hit Dice: 3 (base) Damage: 1/1/2-16 Morale: 13-14 Elite Savants are a fluke born of unbonded scouts with high mental ability. All attempts to intentionally breed a savant fail miserably. They have human intelligence and will not subject themselves to a rider. They have an extended capacity to learn and speak languages, using avian mimicry to reproduce an impressive range of sounds. Their talons are blunt and short, ineffective for combat but as dexterous as hands. Savants are eligible to take a character class and most have wild talents or full blown psionics. Most savants form their own societies apart from their parents, whom they have difficulty relating to due to the intelligence gap. They are not able to reproduce with each other; a savant might be able to breed with a scout.

War Griffon, Standard Intelligence: 4 Armor Class: 2 Movement: 12, Fl 30 (C) Hit Dice: 8 Damage/Attack: 2-8/2-8/2-16 These are the standard aerial troops and the root stock from which the other two lines are developed. They are overall smarter, more maneuverable, and tougher than their wild counterparts. Additionally, they are trained in aerial combat maneuvers which take advantage of their natural fighting styles, enhancing the force with which they can strike with talons. This increased damage is only when able to stoop upon their foe or fight in the air. A war griffon forced to ground does not receive increased damage.

War Griffon, Heavy Armor Class: 2 Hit Dice: 8 THAC0: 12 Damage/Attack: 3-12/3-12/3-24 Morale: 13-14 Elite Aggressive and deadly, only seasoned fighters can handle and earn their respect. They are known to be stubborn and vicious, and of the three lines have the hardest time being broken of cravings for horseflesh. Generally they cannot be trusted around any ground calvary unit, even if well-fed. Often they are hooded when not in service. They are same-gender aggressive as well, and have to be housed seperately. They have been selected for brute strength above all else, and fight on the ground as well as in the air with equal ferocity.

War Griffon, Berserker Intelligence: 4 Armor Class: 2 Hit Dice: 8 THAC0: 12 Damage/Attack: 3-12/3-12/3-24 Morale: 5-7 Unsteady Average Due to selecting for ferocity and combat prowess, some heavy war griffons are too aggressive to be broken for a rider. Berserkers are more cunning than their counterparts. They are highly independent and have greater sense of self-preservation than obedience. A berserker cannot be relied upon to carry out a task unobserved, but if raised around trained war griffons will work and fight with them as though members of its pride. They are still extremely same-gender aggressive and usually sterilized and assigned as heavy support to a scouting unit.