Starting Equipment: Bell, Saddlebags
Suggested Skills: Mountain Goat, Riding Goat, Temple Goat
Each Very Bad Goat Template grants you +2 Grit.
A: Goat, Very Bad
B: Charge
C: Bezoar
D: Coven

Goat
You are a goat, with all the pros and cons that come along with that. You do not have hands and cannot speak. You carry your own equipment, but may need help getting it on.
You can eat and subsist on just about anything. In the wilderness, you have ample opportunities to forage, while in the dungeon, just licking slime off the wall is enough for you. A Good Lunch still requires a standard ration of oats.
Your horns are a Medium weapon, dealing 1d6+MIG damage. Your coat provides 12 Defense. You may reroll your Might score.
Very Bad
You are surly, stubborn, and difficult to get along with. You cannot have hirelings and are immune to fear. Additionally, you can eat scrolls and wands to use them as a magician would. This includes the pages of a wizard’s spellbook.
Charge
With a running start, your horns deal 1d10+MIG damage, and prompt a Save vs Might to avoid being knocked down. You can also attempt gambits to shove or knock down while stationary, but without opening yourself up to retaliation as usual.
Bezoar
You have developed a natural immunity to poison. Additionally, each time you knowingly consume a poison, you can regurgitate a bezoar which, if eaten, acts as an antidote to that specific poison.
Coven
You can attract hedge witches as Followers. They have 1 Flesh, 0 Grit, 1 MD, and know a random spell each. While they are within 10 ft of you, they can use you as a conduit to pool their MD together into more powerful effects.