Goatfolk

Playing a Goatfolk
Goatfolk (9 PP)

Humanoid (Goatfolk)
 * +2 Con, +2 Wis (2 PP)
 * Speed 30 ft.
 * Low-Light Vision (1 PP)
 * Languages: Kawra, Common. Goatfolk with a high Intelligence can choose from Celestial, Draconic, Giant, Goblin, Naga, and Ocelotl.
 * Stubborn (2 PP): Goatfolk gain a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a goatfolk fails such a save, it receives an another save 1 round later to prematurely end the effect. This second save is made at the same DC as the first. If the goatfolk has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll fails.
 * Skill Training (1 PP): Acrobatics and Climb are always considered class skills for goatfolk.
 * Skill Bonus (2 PP): Goatfolk gain a +2 racial bonus on all Climb checks.
 * Mountaineer (1 PP): Goatfolk are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.