Post by Fable on Dec 18, 2011 19:43:21 GMT -5
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Race
Gate Keepers
Lvl 3
Chaotic Neutral
Strength
- Strength
- Armored skin
- speed
- flight
- fire breath
- regen
- Note - Active Gate = gatekeeper.
- hostile to all, they will allow passage to evil/chaotic evil.
- Hostile if good allignment
- only agressive if an attempt is made to close the gate. Or an outright attack on the Keeper, Mate or offspring.
Weakness
- Cold
- Ice
- Pierce or slashing
- Death by mortal wounds though it will take some doing to kill them due to supernatural strength and regenerative healing
Blood
Progeny
- Will only mate with others of its race.
- Hatchlings are well protected by mother
Gate Keepers are chaotic neutral. While they can be aggressive they don't tend to be unless something they value is threatened. If an attempt is made to close the Gate they guard, there will be an act of aggression. If an attempt is made to harm a mate or hatchling, there will be an act of aggression.
These creatures when riled will be vicious. They will die to protect their charge be it Gate, Mate or offspring. Be advised that once you kill a Gate Keeper some kind of call is sent out by the gate to lure other Gate Keeper to it. Its almost a psychic bond between Gate and Keeper, so you will not have alot of time to seal the gate before another takes its place. Once sealed however, the call is silenced.
Note to players : In judging how much time you have, use your best guess but please don't go overboard in the estimation. Anything more than an hour is probably to long. As it doesn't take long for a Keeper to answer the summons.