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General Tabletop Discussion
D&D Older Editions
Merlocs from Warcraft 3, adapted to d20 3.5
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<blockquote data-quote="Moon_Goddess" data-source="post: 1037048" data-attributes="member: 33"><p>I did these along time ago, just converted the stats to 3.5 today, opinions anyone? tell me where I messed up? How about the Level Adjust did I do that right?</p><p></p><p>Merloc,1st-Level Warrior (From Warcraft 3)</p><p>Medium-sized Humaniod (Aquatic)</p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Inititive: +1 (Dex)</p><p>Speed: 20 feet; Swim 30 feet</p><p>AC: 14 ( +1 Dex, +1 Natural, +2 Leather), touch 11, flat-footed 13</p><p>Base Attack/Grapple: +1/+2</p><p>Attack: Shortspear +3 melee (1d8+1/X3) or Shortspear +3 ranged (1d8+1/x3)</p><p>Full Attack: Shortspear +3 melee (1d8+1/X3) or Shortspear +3 ranged (1d8+1/x3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Qualities: Amphibious</p><p>Saves: Fort +2, Ref +1, Will -1</p><p>Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8</p><p>Skills: Hide +4*, Spot +2, Survival +1</p><p>Feats: Weapon Focus (Shortspear)</p><p></p><p>Climate/Terrain: Warm marsh and aquatic</p><p>Organization: Pod (2-4), or School (30-50 plus 1 3rd-level huntsman per 20 adults, 5 5th-level shaman, 1 7th-level cheiftan and 2-5 crocodiles )</p><p>Challenge Rating: 1/2</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p></p><p></p><p>Combat:</p><p>Amphibious (Ex): Merlocs can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. </p><p></p><p>Skills: *Due to the coloring on their scales, Merlocs recieve a +4 circumstance bonus to Hide checks in aquitic settings</p></blockquote><p></p>
[QUOTE="Moon_Goddess, post: 1037048, member: 33"] I did these along time ago, just converted the stats to 3.5 today, opinions anyone? tell me where I messed up? How about the Level Adjust did I do that right? Merloc,1st-Level Warrior (From Warcraft 3) Medium-sized Humaniod (Aquatic) Hit Dice: 1d8+1 (5 hp) Inititive: +1 (Dex) Speed: 20 feet; Swim 30 feet AC: 14 ( +1 Dex, +1 Natural, +2 Leather), touch 11, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Shortspear +3 melee (1d8+1/X3) or Shortspear +3 ranged (1d8+1/x3) Full Attack: Shortspear +3 melee (1d8+1/X3) or Shortspear +3 ranged (1d8+1/x3) Space/Reach: 5 ft./5 ft. Special Qualities: Amphibious Saves: Fort +2, Ref +1, Will -1 Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Hide +4*, Spot +2, Survival +1 Feats: Weapon Focus (Shortspear) Climate/Terrain: Warm marsh and aquatic Organization: Pod (2-4), or School (30-50 plus 1 3rd-level huntsman per 20 adults, 5 5th-level shaman, 1 7th-level cheiftan and 2-5 crocodiles ) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +0 Combat: Amphibious (Ex): Merlocs can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. Skills: *Due to the coloring on their scales, Merlocs recieve a +4 circumstance bonus to Hide checks in aquitic settings [/QUOTE]
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