Goatfolk Working Draft
Goatfolk
Medium Monstrous Humanoid (Goatkin)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +2 leather, +1 natural) touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Shortsword +4 melee (1d6/19-20); or dagger +5 melee (1d4/19-20); or gore +4 melee (1d4); or dagger +5 ranged (1d4/19-20)
Full Attack: Shortsword +4 melee (1d6/19-20) and gore -1 melee (1d4); or dagger +5 melee (1d4/19-20) and gore -1 melee (1d4); or dagger +5 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ram, sneak attack +1d6
Special Qualities: Low-light vision, mountain move
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 11, Dex 15, Con 13, Int 10, Wis 8, Cha 8
Skills: Balance +4, Climb +2*, Hide +4, Move Silently +4, Tumble +4
Feats: Weapon Finesse, Weapon Focus (dagger) (B)
Environment: Any mountains
Organization: Solitary, gang (3-6 plus 1-3 1st-level rogues and 1 3rd-level rogue) or clan (12-30 plus 6-15 1st-level rogues, 2-5 3rd-level rogues, and 1-3 5th level rogues or clerics)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral, often evil
Advancement: By character class
Level Adjustment: +2
This creature looks like a mountain goat that walks as a man. Long shaggy hair covering its entire body apart from its slender, human-like arms. Its head sports an impressive pair of curled horns.
Goatfolk live in small clans led a strong matriarch or patriarch. Each clan controls a particular valley or mountaintop, inhabiting caves or simple thatch-roofed stone huts. Goatfolk clans sometimes form alliances to pursue great prizes or survive times of trouble, but these seldom last long. Neighboring clans frequently feud with each other, which often results in weaker goatfolk clans leaving their territory before they are raided by a rival too powerful to face.
Goatfolk plant crops, hunt and forage to gain their food, with a few clans herding pigs and horses for meat. They are crude farmers and voracious hunters, whose overhunting and primitive agriculture often overloads their territory's ability to feed the goatfolk, forcing the clan to move on. When faced with starvation, clans of goatfolk may join together to form a large raiding force against their non-goatfolk neighbors, attacking lowland farms and villages to gain the food and supplies they need to feed their kin.
From time to time, goatfolk will join civilization, looking for work, a steady supply of food, or just a place to cause mischief. They most often find the latter.
Goatfolk speak Common and their own language, which has many dialects. Some goatfolk clans speak such different dialects they have difficulty understanding one another.
A goatfolk has the same height and weight as a human (their height does not include its horns).
COMBAT
Goatfolk prefer to attack when they are confident of victory due to superior numbers, making use of stealth and diversionary tactics to appear from unexpected locations and gain surprise. In melee, they concentrate on flanking in order to use their sneak attack ability, only ramming when it is especially advantageous.
Mountain Move (Ex): A goat folk moves at its full speed (tactical or overland) when crossing hills or mountains. Its movement is not hampered by mountainous difficult terrain, such as rocky slopes.
Ram (Ex): If a goatfolk hits with a gore attack as part of a charge, it can attempt to bull rush the opponent as a free action without provoking an attack of opportunity. The goat folk gets a +2 racial bonus on the bull rush's opposed Strength check, giving a typical goatfolk's ram attack a +2 check modifier.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. If a goatfolk gets a sneak attack bonus from another source the bonuses on damage stack.
Skills: A goatfolk has a +4 racial bonus to Climb checks. *Its racial bonus to Climb checks increases to +8 in hilly, mountainous or rocky terrain, and it can always choose to take 10 on Climb checks when climbing such terrain.
Goatfolk As Characters
Goatfolk characters possess the following racial traits.
- +4 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
- Size Medium.
- A goatfolk's base land speed is 40 ft.
- Racial Hit Dice: A goatfolk begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
- Racial Skills: A goatfolk's monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Balance, Climb, Hide, Move Silently, and Tumble.
- Racial Feats: A goatfolk's monstrous humanoid levels give it one feat. It also has Weapon Focus (dagger) as a bonus feat.
- +1 natural armor bonus.
- +4 racial bonus on Climb checks, increased to +8 in hilly, mountainous or rocky terrain. A goatfolk can always choose to take 10 on Climb checks when climbing such terrain.
- Special Attacks: Ram.
- Special Qualities: Low-light vision, mountain move.
- Automatic Languages: Common and Goatfolk. Bonus Languages: Abyssal, Draconic, Giant, Goblin, Orc, and Rakasta.
- Favored Class: Rogue.
- Level Adjustment: +2.
Originally appeared in Savage Coast Monstrous Compendium Appendix (1996)