Griffons
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The origins of these mysterious creatures are lost. They are a fearful fusion of feline, avian and serpentine, and they take the best of each race; the head, beak and wings of an eagle, the body of a lion and occasionally the tail of a serpent or scorpion. Thus they can FLY, and they use their formidable lion's claws and serpent's bite to combat any foe. It is also hard to hurt a griffon, for their pelts offer provide hide-like protection. Griffons are creatures of great intelligence; unfortunately, their physical form is poorly designed for the subtle motions of spellcasting, and so they make poor spellcasters. As with their bodies, their abilities are a mix of all. They are long-lived, and though they learn slowly, they are perhaps the most versatile of all the creatures in the realm. Griffons are only available through the remort command.
- Abbreviation: Grf.
- Racial(s): Armorleather, Bite, Claw, Fly, Infravision.
- Racial Size: large.
- Racial TNL: 4000 XP.
- Well-Suited to Be: assassins, berserkers, black circle initiates, bodyguards, monks, paladins, rogues, shadowfists, warriors.
Comments
Griffons, akin to harpies, are good at most roles and classes (with the noticable exception of archery), though they excel at none.
Griffons do not receive any racial spell cost reductions, however they are not bad casters. They are no-fail at 97%. Mana gains, like nofail, are comparable to a gnome.
They have a negative archery mod, a decent melee damage mod, and are relatively sneaky for their size.
While decent in gains and and abilities, and generally a very loveable race, the main flaw is the high TNL which is viewed by many as too high for the abilities presented.