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Converting original D&D and Mystara monsters
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<blockquote data-quote="Cleon" data-source="post: 6107527" data-attributes="member: 57383"><p>They use normal PC class rules, so I think we can safely assume they have average humanoid stats in most respects. Apart from 60' infravision (= darkvision?), the only other special abilities they possess are a Headbutt and Goat Magic. We can modify the Goatman's Ram for the former, and we decided to interpret the latter as SLAs.</p><p></p><p> The <em>Savage Coast Monstrous Compendium </em> Goatman had AC 5, so I'd give them armour that provides equivalent protection.</p><p></p><p>Something like:</p><p></p><p>Speed: 30 ft. (6 squares)</p><p> Armor Class: 15 (+4 chain shirt, +1 small wooden shield) touch 10, flat-footed 15</p><p> Base Attack/Grapple: +3/+4</p><p> Attack: Weapon +4 melee (???) or gore +4 melee (1d6+1)</p><p> Full Attack: Weapon +4 melee (???) and gore -1 melee (1d6)</p><p> Space/Reach: 5 ft./5 ft.</p><p> Special Attacks: Discerp, empowerment, goat magic, ram</p><p> Special Qualities: Darkvision 60 ft.</p><p> Saves: Fort +3, Ref +3, Will +2</p><p> Abilities: Str 12, Dex 11, Con 11, Int 12, Wis 8, Cha 9</p><p> Skills: 9 skills at 6 ranks</p><p> Feats: 2 feats</p><p> Environment: Any mountains ?</p><p> Organization: Solitary, gang (2-4), or party (5-10) ?</p><p> Challenge Rating: 3 ?</p><p> Treasure: Standard ?</p><p> Alignment: Always chaotic ?</p><p> Advancement: By character class ?</p><p> Level Adjustment: Pretty high. They are written as a PC class, so "—" seems inappropriate, but their special abilities would be pretty potent in a PCs hands. I'd guess somewhere around +4 or so?</p><p></p><p><strong>Ram (Ex):</strong> If a goatling hits with a gore attack as part of a charge, it deals double damage (2d6+2) and can attempt to bull rush the opponent as a free action without provoking an attack of opportunity. The goatling gets a +2 racial bonus on the bull rush's opposed Strength check, giving a typical goatling's ram attack a +3 check modifier.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6107527, member: 57383"] They use normal PC class rules, so I think we can safely assume they have average humanoid stats in most respects. Apart from 60' infravision (= darkvision?), the only other special abilities they possess are a Headbutt and Goat Magic. We can modify the Goatman's Ram for the former, and we decided to interpret the latter as SLAs. The [I]Savage Coast Monstrous Compendium [/I] Goatman had AC 5, so I'd give them armour that provides equivalent protection. Something like: Speed: 30 ft. (6 squares) Armor Class: 15 (+4 chain shirt, +1 small wooden shield) touch 10, flat-footed 15 Base Attack/Grapple: +3/+4 Attack: Weapon +4 melee (???) or gore +4 melee (1d6+1) Full Attack: Weapon +4 melee (???) and gore -1 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Discerp, empowerment, goat magic, ram Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +3, Will +2 Abilities: Str 12, Dex 11, Con 11, Int 12, Wis 8, Cha 9 Skills: 9 skills at 6 ranks Feats: 2 feats Environment: Any mountains ? Organization: Solitary, gang (2-4), or party (5-10) ? Challenge Rating: 3 ? Treasure: Standard ? Alignment: Always chaotic ? Advancement: By character class ? Level Adjustment: Pretty high. They are written as a PC class, so "—" seems inappropriate, but their special abilities would be pretty potent in a PCs hands. I'd guess somewhere around +4 or so? [B]Ram (Ex):[/B] If a goatling hits with a gore attack as part of a charge, it deals double damage (2d6+2) and can attempt to bull rush the opponent as a free action without provoking an attack of opportunity. The goatling gets a +2 racial bonus on the bull rush's opposed Strength check, giving a typical goatling's ram attack a +3 check modifier. [/QUOTE]
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