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<blockquote data-quote="BOZ" data-source="post: 2595162" data-attributes="member: 1241"><p>yeah, that looks done then. it was simple enough, but i could not find the time to work on it on my own.</p><p></p><p>next!</p><p></p><p>#59</p><p>need a feat & LA</p><p></p><p>Medium-size Monstrous Humanoid</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: +3 (+3 Dex)</p><p>Speed: 30 ft., climb 20 ft.</p><p>AC: 16 (+3 Dex, +2 natural. +1 padded armor)</p><p>Attacks: Gore +3 melee or club +3 melee</p><p>Damage: Gore Id6+1, club Id6+1</p><p>Face/Reach: 5 ft. x 5 ft/5 ft.</p><p>Special Attacks: Charge 2d4+2</p><p>Special Qualities: Cold Resistance, Darkvision 60 ft., Scent</p><p>Saves: Fort+5, Ref+6, Will+0</p><p>Abilities: Str 12, Dex 17, Con 14, Int 8, Wis 10, Cha 10</p><p>Skills: Climb +10, Hide +7, Jump +6, Listen +2, Move Silently +4, Spot +5, Tumble +5</p><p>Climate/Terrain: Cold mountains or hills</p><p>Organization: Solitary or pack (2-6)</p><p>Challenge Rating: 2</p><p>Treasure; Standard</p><p>Alignment: Always neutral eyjl</p><p>Advancement: By character class (barbarian)</p><p>GOATMEN are goat men with the build of a human, the head of a goat, human hands, and hoofed feet. Their body is covered with a downy fur which GOATMEN comb and braid into decorative designs. GOATMEN speak their own goatish language and a broken version of the nearest regional humanoid dialect.</p><p>Combat</p><p>Charge (Ex): A GOATMEN typically begins a battle by charging at an opponent, lowering its head to bring its large horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 2d4+2 points of damage.</p><p>Cold Resistance (Ex): The hardiness of the GOATMEN allows them to shrug off the first 5 points of normal cold damage taken each round; however, magical cold inflicts normal damage, and the creatures still make saving throws normally.</p><p>Skills: GOATMEN receive a +8 racial bonus to climb checks, and a +2 synergy bonus to Tumble checks. This is included above.</p><p>GOATMEN AS CHARACTERS</p><p>A GOATMEN's favored class is barbarian. GOATMEN clerics (shamans) and druids (mystics) worship nature-oriented or powerful primal deities. GOATMEN make good arctic rangers, sometimes hiring themselves out to travelers for payments of jewelry. Sorcerers and wizards are virtually unheard of among the brutish goat-men.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2595162, member: 1241"] yeah, that looks done then. it was simple enough, but i could not find the time to work on it on my own. next! #59 need a feat & LA Medium-size Monstrous Humanoid Hit Dice: 2d8+4 (13 hp) Initiative: +3 (+3 Dex) Speed: 30 ft., climb 20 ft. AC: 16 (+3 Dex, +2 natural. +1 padded armor) Attacks: Gore +3 melee or club +3 melee Damage: Gore Id6+1, club Id6+1 Face/Reach: 5 ft. x 5 ft/5 ft. Special Attacks: Charge 2d4+2 Special Qualities: Cold Resistance, Darkvision 60 ft., Scent Saves: Fort+5, Ref+6, Will+0 Abilities: Str 12, Dex 17, Con 14, Int 8, Wis 10, Cha 10 Skills: Climb +10, Hide +7, Jump +6, Listen +2, Move Silently +4, Spot +5, Tumble +5 Climate/Terrain: Cold mountains or hills Organization: Solitary or pack (2-6) Challenge Rating: 2 Treasure; Standard Alignment: Always neutral eyjl Advancement: By character class (barbarian) GOATMEN are goat men with the build of a human, the head of a goat, human hands, and hoofed feet. Their body is covered with a downy fur which GOATMEN comb and braid into decorative designs. GOATMEN speak their own goatish language and a broken version of the nearest regional humanoid dialect. Combat Charge (Ex): A GOATMEN typically begins a battle by charging at an opponent, lowering its head to bring its large horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 2d4+2 points of damage. Cold Resistance (Ex): The hardiness of the GOATMEN allows them to shrug off the first 5 points of normal cold damage taken each round; however, magical cold inflicts normal damage, and the creatures still make saving throws normally. Skills: GOATMEN receive a +8 racial bonus to climb checks, and a +2 synergy bonus to Tumble checks. This is included above. GOATMEN AS CHARACTERS A GOATMEN's favored class is barbarian. GOATMEN clerics (shamans) and druids (mystics) worship nature-oriented or powerful primal deities. GOATMEN make good arctic rangers, sometimes hiring themselves out to travelers for payments of jewelry. Sorcerers and wizards are virtually unheard of among the brutish goat-men. [/QUOTE]
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