Cowfolk

Cowfolk

Alternate Name: Volatari
Sylvan Name: Baro'qo (Full-Bloods), Baro'qu (Half-Bloods)
  Cowfolk are a simple Fey folk, preferring to live relatively sedentary lives where they farm and raise livestock. They prefer to do this on the fringes of organized society, and mingle well with Old Faith folk in particular. Cowfolk exist all throughout the world and are among the most integrated of Fey when it comes particularly to human societies.  

General Information

Rarity: Common. (You may play this race without consulting the DM.)   Physical Description: Cowfolk exhibit two physical archetypes, which are often labeled as Half-Bloods and Full-Bloods, though neither is more or less a complete Cowfolk. In general, Half-Bloods are the most common result except for when two Full-Bloods reproduce, though any pairing of Cowfolk can result in either archetype. Half-Bloods are largely humanoid-looking, though they have long bovine tails as well as short, symmetrical black lines that extend under their eyes and across their cheeks. They look like paint, but are in fact hereditary. Their eyes are oval-like, with horizontal slits for pupils instead of rounded dots. Full-Bloods are far more overtly bovine, with fur covering their bodies and cloven hooves, as well as cow-like faces and frames. They also sport the hereditary lines upon their face, which typically look like darker fur. Cowfolk ears tend to be more oval-shaped and extended, and are flattened against their heads.   Family Structure: Cowfolk typically live in tight-knit, though large, families. They rarely make close friendships outside of them, though orphaned Cowfolk may form elective families of their own, and those who explore the world tend to view their traveling companions as such. Cowfolk, unlike other Fey, have both a first and a last name - the last is a name which their family selects for them, while the first they decide on their own when they come of age.   Attitude Toward Society: Cowfolk see society as unnecessarily complicated, but they also don't like the lack of structure and protection in the wilds, and prefer to fall somewhere in between. They are capable of understanding social rules, but they feel foreign and exaggerated, and it can be exhausting to keep up appearances. Much better is simpler farm life.   Attitude Toward Gender: Cowfolk are generally dimorphic, though a few don't feel like they identify with either end of the binary, and others swap their identities within it. This is whole-heartedly accepted by most Cowfolk, who see no reason in policing such trivialities. Statistically, Half-Bloods seem to favor more feminine identities, while Full-Bloods favor more masculine ones, both at a roughly 2/3-1/3 split.   Attitude Toward Relationships: Cowfolk form very close personal relationships with each other, which are generally closed off and monogamous. In their youth, this does not hold as strongly, and it's considered by many to be a part of their rite of passage to sleep around. This is sometimes one of the main factors which leads Cowfolk to leave their farmlands in favor of travel.  

Race (5e)

Cowfolk (5e)

ability score increase: +1 Constitution
age: Cowfolk mature by the age of 20, and can live to up to 120 years old.
Size: Medium
speed: 30ft
Languages:
race features:
Tail Slap: When you are attacked and hit, you may initiate a counter-attack with your tail as a reaction. This attack deals 1d4 damage plus your Strength modifier.  

Half-Blood

Bond to the Land: Your ancestors had farming in their blood - literally! You have the ability to predict natural weather in the region for up to the next 24 hours. Magical weather will override this prediction. Additionally, their hardy lifestyles provide you with an additional hit point for every level you possess.  

Full-Blood

Natural Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
 

Ancestry (Pathfinder 2e)

Cowfolk feats emphasize their bovine physiology, their bonds to the land, and their protective and unwavering personalities.  

Cowfolk

Hit Points
12
Size
Medium
Speed
25
Ability Boosts
Strength, Free
Ability Flaw
Traits
Humanoid, Fey, Cowfolk
Languages
Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
Special Abilities
Heritages
Bullish Cowfolk: Your large frame and stature make you come off as domineering towards anybody you command. You gain the Group Coercion skill feat. You are a True-Blood Cowfolk.   Farmer Cowfolk: You come from a long line of farmers and your family has tilled and cared for your ancestral farmlands for generations. You're used to waking up early to work the fields. You gain low-light vision. You are a Half-Blood Cowfolk.   Stronggut Cowfolk: Your metabolism is slow, allowing you to go for days without food and process maladies at a slower rate. You can go for 1 week without food before you begin to starve. Additionally, the onset times and lengths of stages for all diseases and poisons that affect you are increased by 50%. If the onset time or stage is instant or lasts only 1 round, this ability has no effect. You are a True-Blood Cowfolk.   Tail-Honed Cowfolk: Your tail is especially powerful, and you've learned to use it to keep potential threats at bay. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. You are a Half-Blood Cowfolk.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Baro'q LoreCowfolk1-Your people have lived off the land for generations, coexisting on the rural outskirts of civil society.
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Your people have lived off the land for generations, coexisting on the rural outskirts of civil society. You gain the trained proficiency rank in Diplomacy and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Cowfolk Lore.
Catch the DetailsCowfolk1Half-Blood CowfolkYou are quick at recognizing broad details about people and things around you.
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You are quick at recognizing broad details about people and things around you. You are trained in Society and gain the Eye for Numbers skill feat. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice.
Cowfolk DoughtinessCowfolk1-You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it.
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You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.
Cowfolk Weapon FamiliarityCowfolk1-You are familiar with using more practical tools as weapons.
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You are familiar with using more practical tools as weapons. You have the trained proficiency with the trident, sickle, lion scythe, scythe, and crossbow.
Dig QuicklyManipulate, Cowfolk1you are standing on dirt, sand, snow, or similar particulate materialYours hands work as effectively as shovels when you need to dig a quick hole.
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Your hands work as effectively as shovels when you need to dig a quick hole. You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking persistent fire damage can immediately attempt an additional flat DC 15 check to end the persistent damage.
Fixer-UpperCowfolk1-You can make useful tools out of even twisted or rusted scraps.
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You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes.
HornsCowfolk1-You sport horns which can gore foes.
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You sport horns which can gore foes. You have a horns unarmed attack that deals 1d6 piercing damage. It is in the brawling group.
Simple-Minded FacadeCowfolk1-Many consider Cowfolk little more than farm folk or brutes.
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Many consider Cowfolk little more than farm folk or brutes. This is offensive to you, but it can occasionally be useful. You are trained in Deception (or another skill of your choice if you were already trained in Deception), and you gain a +2 circumstance bonus to Deception checks to Lie when specifically claiming ignorance and to Deception DCs against Sense Motive checks to uncover such lies.
Steadfast CourageCowfolk1-The most important thing you've learned living with fear is how to overcome it.
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The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a fear effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you.
Unassuming DedicationCowfolk1-Your family instilled the values of care and patience into you from a young age.
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Your family instilled the values of care and patience into you from a young age. You gain a +1 circumstance bonus to checks to perform a downtime activity.
Vigorous HealthCowfolk1-Your physique is robust and can withstand blood loss startlingly well.
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Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the drained condition, you can attempt a DC 17 flat check. On a success, you don’t gain the drained condition.
Cowfolk Weapon ExpertiseCowfolk1Cowfolk Weapon FamiliarityYou have furthered your expertise with practical weapons.
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You have furthered your expertise with practical weapons. Whenever you critically hit using one of the weapons listed in Cowfolk Weapon Familiarity, you apply the weapon's critical specialization effect.
Ever VigilantCowfolk5-You gain a +2 circumstance bonus to Perception checks attempted as initiative rolls.
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You gain a +2 circumstance bonus to Perception checks attempted as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.
GoreCowfolk5True-Blood CowfolkYou leverage your large size to charge and gore an enemy.
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You leverage your large size to charge and gore an enemy. You Stride once up to an additional 10 feet past your movement speed, then make a horn Strike. You have to Stride in the direction of an enemy. If you move at least 20 feet from your starting position you gain a +2 circumstance bonus to the Strike’s damage roll.
Tail SpinCowfolk5-You excel at using your tail as a weapon to upend your foes.
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You excel at using your tail as a weapon to upend your foes. Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead.
Read the SkiesCowfolk, Fortune5-The skies grant you insights that guide your actions.
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The skies grant you insights that guide your actions. Once per day, when you are about to attempt a skill check or saving throw, you roll twice and take the better result. If it's day, you gain a +1 circumstance bonus to the triggering roll.
Defensive InstinctsCowfolk9-Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack.
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Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack. When you are adjacent to at least two enemies, you gain a +1 circumstance bonus to AC until the beginning of your next turn and Step.
Bring PeaceCowfolk9-You have a strong dedication to maintaining the balance of the world.
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You have a strong dedication to maintaining the balance of the world. You can cast augury and calm emotions each once per day as 2nd-level divine innate spells.
Cowfolk Weapon MasteryCowfolk13Cowfolk Weapon FamiliarityYou have spent much time with practical weapons, and you can use them with great skill.
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You have spent much time with practical weapons, and you can use them with great skill. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapons listed in Cowfolk Weapon Familiarity.
Lifeblood's CallCowfolk13-The impulse to survive and continue fighting resonates deep within you.
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The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee Strikes equal to twice the sum of your wounded and doomed conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions.
You Might...
  • See yourself as a part of nature and avoid taking anything you don't need.
  • Dislike complicated or abstract problems.
  • Become attached to new friends you make on your journeys.
  Others Probably...
  • Respect your pragmatic approach to every situation.
  • Mistake your reluctance to follow convoluted explanations as arrogance or stupidity.
  • Admire your dedication to the values you hold dear.
by Boopa (commissioned)