Primitive goat-people who dwell within primeval forests, they have long since been separated from the fey satyr they spawned from, most now living as tribal hunters far from civilization, indiscriminate to trespassers and animals alike.
Physical Description: Akin to goats, the rouac are robust anthropomorphic humanoids primarily covered in fur but bear exposed lower back and stomach, with some lighter furred ones also bearing exposed biceps and thighs. Their head bears immense similarities to a goat though their faces can sometimes be flatter then a normal goats and can look hybridized, all rouac have curved horns that often grow to sizes capable of causing harm if used in combat that often lack decoration. Their eyes have flat pupils just as prey animals such as goats would have despite such features being vestigial. Their lower half is similar to many animals such as horses, deer, as well as the goats they bear resemblance to, ending in hooves that provide them fast speeds to run. The fur that covers them often are variety of grays and browns, with very rarely, the unique colourations of white and black.
Rarely, there are rouac who lack heads that resemble goats, and instead bear a flatter humanoid face as well as only having hair on the top of their head like other humanoid races. These rouac are often called satyr-touched, due to their humanoid head making them look more similar to satyrs, if not outright capable of having them mistaken as their fey ancestors.
Adulthood |
Intuitive |
Self-Taught |
Trained |
15 Years |
+1d4 years
(16 – 19 years) |
+1d6 years
(16 – 21 years) |
+2d6 years
(17 – 27 years) |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
5 ft. 1 in. |
+2d12 in.
(5 ft. 3 in. – 7 ft. 1 in.) |
160 lbs. |
+(2d12×7 lbs.)
(174 – 304 lbs.) |
Female |
4 ft. 9 in. |
+2d12 in.
(4 ft. 11 in. – 6 ft. 9 in.) |
120 lbs. |
+(2d12×7 lbs.)
(134 – 264 lbs.) |
Society: Rouac often keep to themselves within unexplored or untamed locations within tribes and castes based on their nature, within rouac culture is an intense discrimination of difference of inheritance of their fey ancestor's traits, more bestial rouac commonly bullying or outright ostracizing satyr-touched rouac, due to their god Pan's intensely goatish appearance compared to his satyr offspring, with goat faced rouac considering themselves to have reached an origin closer to their forebear. Despite this, regardless of appearance, most rouac will put their opinions below importance, as often rouac who serve as priests of pan will be exempt from such discrimination. Such priests often overtake all other roles of government within a tribe, removing the need for others, as much rouac will perform their every command, even if self destructively, under the guise of it being orders from Pan, whether they are or not.
Relations: Rouac relations with other races are rare, due to their fey origins, they had escaped most dangers of the dark wars through tunnels into elvikeim that have long since closed in modern times. As such, rouac are not apart of the final brigandine pact, and often still are viciously untrusting of outsiders and willing to resort to threats and warnings. As their god Pan is not recognized by the conglomerate church, further tension often arises during diplomatic attempts between rouac tribes and followers of the church. Despite this, many druids have seen luck with communing with rouac, as well, children who end up abandoned in forests been seen being cared for by rouac.
Alignment and Religion: Rouac worship their patron deity known as Pan, the father of all satyr and by extension, the rouac. As such many rouac steer towards chaotic neutral but can be of any alignment. Rouac who have left their tribes and become adventurers or other lone travellers often have a variety of alignment but often still worship Pan as well, though they more frequently may worship additional nature gods.
Adventurers: Rouac can sometimes join adventuring parties if their goals properly align, though their very cautious nature can cause a lot of initial friction with any prospective groups. Most travelers and outcasts would likely be rangers or slayers, even though rouac can commonly be druids, most rouac of such skills would commonly reside within the forests, isolated or otherwise.
Standard Racial Traits
- Ability Score Racial Traits: Rouac are sturdy endurance runners who have their fey ancestor's natural wits, but have become animalistic in the material wilds. They gain +2 Constitution, +2 Charisma, and -2 Intelligence.
- Type: Rouac are monstrous humanoids.
- Size: Rouac are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Rouac have a base speed of 40 feet.
- Languages: Rouac begin play speaking Sylvan. Rouac with high Intelligence scores can chose from the following: Aklo, Common, Dergerian, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
- Skilled: Rouac have a +2 racial bonus on Perception and Stealth checks.
Defense Racial Traits
- Leather Hide: Rouac have hide as thick as leather, granting them a +1 natural armor bonus.
Offense Racial Traits
- Goat Horns: Rouac gain a gore attack as a primary natural attack that deal 1d6 points of damage.
Movement Racial Traits
- Woodland Stride (Ex): Rouac may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Sense Racial Traits
- Low-Light Vision: Rouac can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Satyr-Touched: Some rouac bear a greater resemblance to their satyr ancestors and bear a humanoid face with no fur. Rouac with this racial trait gain a +1 racial bonus to the caster level of enchantment spells, and if their Charisma score is 13 or higher, they also gain the following spell-like abilities, usable once per day each: dancing lights, ghost sound, and sleep. The caster level of these spell-like abilities is equal to the rouac’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the rouac’s Charisma modifier. This racial trait replaces the Leather Hide and Goat Horns traits.