- For other Satyr, see Satyr (disambiguation).
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Satyr (Complete Book of Humanoids)[]
Ability Score Adjustments. The initial ability scores are modified by a +1 bonus to Dexterity and Constitution, and a -1 penalty to Intelligence and Charisma.
Ability | Minimum | Maximum |
---|---|---|
Strength | 6 | 18/75 |
Dexterity | 8 | 18 |
Constitution | 7 | 18 |
Intelligence | 3 | 17 |
Wisdom | 3 | 18 |
Charisma | 3 | 17 |
Class | Maximum Level |
---|---|
Warrior | |
11 | |
7 | |
— | |
Wizard | |
— | |
— | |
Priest | |
— | |
— | |
— | |
— | |
Rogue | |
11 | |
7* |
- * Bard advancement limit from Sage Advice, Dragon Magazine 205 (Page 71)
Hit Dice. Player character satyrs receive hit dice by class.
Alignment. Satyrs are true neutral. PC satyrs can be any alignment.
Natural Armor Class. 5.
Background. The half-human, half-goat satyrs are a race of pleasure-loving beings. Like the sylvan locations they dwell in, satyrs are personifications of nature, embodiments of all that is wild and carefree.
Satyrs, also called fauns, have the torso, head and arms of a man, and the hind legs of a goat. Two sharp black horns jut through the coarse, curly hair on top of the head.
Satyrs spend their days and nights in sport. They love to frolic and play their pipes, and they never miss an opportunity to chase after wood nymphs or other comely creatures. While they can be friendly to strangers, they usually resent intrusion into their territory. They get along best with elves, centaurs, and dryads, and occasionally mingle with korred.
These fun-loving creatures often throw wild woodland celebrations. During the warmer periods of the year, these celebrations can last all night. They are attended by dryads, centaurs, and other woodland creatures. Strangers who stumble onto such a party will be invited to stay if they can supply drink. Satyrs are extremely fond of expensive wine.
Satyrs refuse to confine themselves to an organized society. They live in loose colonies, instead, using comfortable caves and hollow trees as homes. There are no female satyrs. They do have an affection for human females, however, and often seek to charm those that catch their fancy.
Languages. Satyr, sylvan elf, centaur, dryad, korred (rare), common.
Role-Playing Suggestions. Satyrs are an inoffensive race. They just want to have fun. The rare satyr who becomes an adventurer often does so for the sport of it. When adventures stop being fun, they return to their woodland homes to find a new party.
Satyrs do not understand seriousness or violence. Though they can fight with the best of them if need be, they are rarely serious. It's against their nature. They do not like to work (though they are excellent wine makers), as their hearts are tuned to play. They are impulsive, full of animal passions. If they see something they like, then they must have it immediately. To want is to get, at least in the mind of a typical satyr.
They believe themselves to be part of nature, an extension of its wild side. As such, the satyr way is nature's way — the right way. They are not thinkers, preferring instead to live in the now. Why contemplate a plan? Just get on with it, or don't. Thaf s the satyr's way. Also, satyrs do not get angry or insulted. Everything is the way it is, so why should they be bothered by it?
Satyr PCs will often be unpredictable, as the object of their desire changes from moment to moment, and they are quick to act on their impulses. They understand that humans and demihumans think differently than they do, and they can suppress some of their urges. However, satyrs will be quick to point out how absurd it is to try to keep a reign on feelings, and may even attempt to teach their companions how to loosen up and have fun.
Special Advantages. Because of their ability to be very silent and their keen senses, satyrs are surprised only on a roll of 1.
In forest settings, satyrs can blend into the foliage (90% undetectable to creatures who cannot see hidden or invisible things).
Satyrs have infravision to 60 feet.
In melee, satyrs can head butt for 2-8 points of damage instead of using weapons.
If a satyr has constructed his own satyr pipe, and has devoted a minimum of three proficiency slots to its use (musical instrument, pipes) he can use its music to either charm or sleep or cause fear to all within 60 feet. All who hear the pipes must make a successful saving throw vs. spell or suffer the effect. No proficiency check is required to use the pipes in this manner. A bard's singing can nullify the music of a satyr pipe.
Special Disadvantages. Satyrs are very susceptible to distraction, especially if this comes from a female with Charisma 15 or better or from an expensive bottle of wine.
Monstrous Traits. Appearance.
Superstitions. Satyrs are uncomfortable in cities and beneath the ground, they do not like mobs of humans or humanoids, and fear boredom most of all.
Weapon Proficiencies: Dagger, javelin, long sword, short sword, short bow, spear.
Nonweapon Proficiencies: Acting, alertness, animal lore, artistic ability, bowyer/fletcher, brewing, cheesemaking, craft instrument (satyr pipe), dancing, drinking, eating, fishing, gaming, hiding, hunting, juggling, musical instrument (satyr pipe), natural fighting, poetry, survival (forest), whistling/humming, winemaking.