Requirements: CON 9
Ability Modifiers: CON +1, INT -1, CHA -2
Ability Min/Max: STR 6/18, DEX 3/17, CON 9/19, INT 3/15, WIS 3/14, CHA 3/12
Half-Goat with skillfully-concealed horn nubs (Credit: Charles LeBrun)
Half-goats result from matings between humans and goatfolk. The majority of these cross-breeds are moronic half-wits; player character half-goats are assumed to be within the rare 10% of goatman hybrids of near-normal intellect.
Each half-goat possesses a few goatish features – such as a goatee beard (even on goat-women), goat eyes, goats hooves in place of feet, or a rudimentary tail ending in a tuft of coarse hair. They also have small nub-horns, no longer than an inch, atop their heads. Their butt attack is thus not particularly to be feared, although their thick, bony skull can still deliver a blow of some force (1d6 damage). Those who have goat eyes (30% chance) will possess infravision which functions up to 30′ distance.
Half-goats speak Woldish (common) and Caprice.
HALF-GOAT SAVING THROWS:
Half-goats are hardy beings, resistant to magic and poison, and receive the following saving throw bonuses:
- +2 save versus breath attacks
- +4 save versus poison
- +1 save versus petrify or paralyze
- +1 save versus wands
- +2 save versus spells or spell-like devices
GOAT-MAN CLASSES AVAILABLE:
HALF-GOAT THIEF SKILL ADJUSTMENTS:
Pick Locks -7%
Find and Remove Traps -5%
Pick Pockets -5%
Climb Walls +10%
Hear Noise +1*
* Half-goats receive a better dice range for hearing noises. For example, 1st level half-goat thieves hear noises on a 1-3, and at 9th level it is 1-5. Hear noise may never be better than 1-5.