Need stats for a goat...what ought I use?


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lukelightning said:
I'd stick with low damage. Sure, they could be threatening to a level 1 commoner, but they aren't deadly creatures. One point of damage is pretty serious to a 3hp human.

Very true, and if a PC has a high armor class he/she should be okay, after all, a goat ramming a knight in full plate shouldn't do much more then unbalance the guy.
 


I'm a little surprised no one has aksed this yet... But why do you need the stats for a goat exactly? It's got me wondering. Are you doing a d20 frat house game or something? :)
 

Dykstrav said:
I'm a little surprised no one has aksed this yet... But why do you need the stats for a goat exactly? It's got me wondering. Are you doing a d20 frat house game or something? :)
I think the better question is:

Why doesn't EVERYONE need the stats for a goat?

hehehe...

Just a random idea for a game popped into my head while I was sleeping. Yes, I had a D&D dream, but admitting it is the first step towards healing.

Anyway, I had dreamt of an adventure idea in which wizards' spellbooks mysteriously start disappearing around town. Ultimately, there would be a wizard whose familar (the goat) had somehow turned the tables on him and was demanding to be fed spellbooks. (Cuz goats eat anything, right?)

Anyway, it was just the start of an idea and the more input I gather, the more ideas that I can spring off with and end up with a fun little adventure.

So there you have it.
 


A Small Narrative I wrote mentioning Dwarven War Goats

Here are the preliminary stats I wrote for them. They are rough and untested and this never saw any actual use.
[sblock]Blackstone War-Ram
Medium Animal
Hit Dice: 3d8+9 ( 21hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 natural +2 dex +2 armor), touch 12, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Ram +4 melee (1d6+2)
Full Attack: Ram +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charge,War Charge
Special Qualities: Low-light vision
Saves: Fort +6 Ref +3, Will +3
Abilities: Str 15, Dex 14, Con 16, Int 2, Wis 13, Cha 4
Skills: Listen +5, Spot +5, Climb +9*, Balance +10*
Feats: Alertness, Endurance
Environment: Moutains
Organization: Solitary or herd (5–8)
Challenge Rating: 2
Advancement: 4–5 HD (Medium)

Charge: War-Rams that initiate a bullrush as a part of a charge gain a +4 bonus on the opposed Strength check and do not provoke and attack of opportunity.

War Charge: The are considered one size larger for the purposes of strength check for a and damage dice when performing a Charge action
Charge Strength Check: +12 (Str +2, Charge Action +2, Charge +4, War Charge (size large) +4) d8+3 (d6 -> d8 for size increase)

Skills: Blackstone War-Rams gain a +4 bonus to balance and climb when in mountainous terrains.

Description: Blackstone War-Rams are bred for strength, tenacity and aggression, and are similar to light warhorses.

Combat: Blackstone War-Rams are usually armed with spiked leather armor and these cantankerous creatures are trained to use them. They usually open with a War Charge and then jump and flail with their armor spikes in a hellish bleating swarm of ramming and trashing spikes.

Carrying Capacity:
A light load for a Blackstone War-Ram is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A War-Ram can drag 1,500 pounds.[/sblock]
 

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