Ruins of Adventure
- Ability Score Adjustment: +1 Dexterity, +1 Constitution, -1 Intelligence, -1 Charisma
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Fighter (or Ranger) + any one non-warrior
- Height: 55 +1d10 inches
- Weight: 110 +4d10 pounds
- Starting: 20 +3d4 years
- Middle/Old/Venerable: 50 / 67 / 100
- Maximum: 100 +1d100 years
- Bonus Languages: Satyr, Faerie
- Recommended Languages: Common, Espruar, Kentaur, Dryad, Korred, Treant
- Movement: 18
- Thief Skills:
- Pick Pockets: +5%
- Open Locks: -5%
- Find/Remove Traps: —
- Move Silently: +5%
- Hide in Shadows: +5%
- Detect Noise: —
- Climb Walls: -10%
- Read Languages: -5%
- Special Abilities:
- A Satyr’s tough hide grants him +5 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +5 or less grants a +1 bonus to the satyr’s AC (this does stack).
- 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, effectively giving them the Hide in Shadows thief ability with a 90% chance of success.
- Satyrs have infravision to 60 feet.
- In melee, satyrs can head butt for 2-8 points of damage. A satyr cannot attack with a weapon and use its head butt in the same round.
- A satyr who has constructed his own satyr pipe (requiring the Craft Instrument non-weapon proficiency), and who has the Musical Instrument (pipes) proficiency, can use its music to either charm person or sleep or cause fear (as the spells) 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. The effects end one round after the satyr ceases playing and can be nullified with a bard’s countersong ability.
- Special Restrictions:
- 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. Should such appear during a battle, a satyr must make a successful Willpower check to keep his mind on the battle. Failure means he turns away from the fight to drink or woo. This distraction lasts at least one round. Every additional round, the satyr can attempt to break away from the distraction by making another Willpower check.
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.