Satyr (3.5e Race)
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Contents
Satyr[edit]
A lower level satyr then SRD
Personality[edit]
If you hear music playing in the distance, it's likely coming from a satyr. These goat-human beings are famous throughout the world for their music, and infamous for their mischievous and sometimes cruel pranks. While they are welcome in the cities, many live in the glades of the forests, happily playing their music. Satyrs have a love of wine, fine food, art, and music. However, despite these seemingly regal tastes, they are notorious pranksters, putting just as much effort into their pranks as their more practical pursuits. They are generally greedy, and are known to swindle and cheat their way into wealth. Satyrs are generally not very inquisitive – they tend to stick to what they know, and the other races may see them as snobby because of this. While this isn't necessarily true, if a satyr knows something you don't, you will likely hear more about it than you ever wanted to.
Physical Description[edit]
Satyr's stand proudly and firmly on cloven feet with a stubby protruding tail. They have a rough-looking exterior with long chestnut brown, or more commonly red, hair. Their horns can protrude anywhere from a few inches to around two feet long. Satyrs heights commonly range between 5'11 and 6'6. Adults are easily distinguishable from the smaller commonly mistaken faun. Their ears are considerably longer than even most elven ears and both their bottom and top canines are slightly pronounced. Their eyes differ from satyr to satyr but are usually quite striking.
Relations[edit]
Satyrs tend to get along well with humans who appreciate their boisterous demeanor and love of alcohol, and are usually more tolerant of their pranks. Elves share similar fine tastes but consider the over-indulgence common in Satyrs to be somewhat barbaric. Most Satyrs see dwarves as up-tight, and don't like being around them. They are hated by dryads since satyrs commonly capture these beautiful fey and force themselves upon them. Satyrs and centaurs often fight with each other, though the exact reasons are unclear and the bloodshed seems to go back several centuries.
Alignment[edit]
Tending towards Chaotic Neutral; Most others are Chaotic Good and a few Chaotic Evil.
Lands[edit]
Satyr's live in forest dwellings, by ponds, brooks, and babbling streams. They often find large clearings deep in the forest when seeking seclusion. Some satyr's that lean more to the darker side feel more comfortable in the outer realms.
Religion[edit]
It is likely satyrs would worship Olidammara. Since satyrs tend towards the bard class they could also be followers of Fharlanghn or Corellon Larethian. An evil satyr most likely would worship Erythnul.
Language[edit]
Sylvan, Elvish
Names[edit]
Satyr's often pick names for themselves, some more often then others. Some choose names that stick or are given to them.
Racial Traits[edit]
- +2 Cha, +2 Int, +2 Dex, -2 Wis: Satyr's are egotistical yet strangely charismatic. Not to mention they're sure footed and quite witted.
- Outsider (Fey)
- Medium: As a Medium creature, a satyr has no special bonuses or penalties due to its size.
- Satyr base land speed is 35 feet.
- Darkvision: A satyr can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a satyr can function just fine with no light at all.
- Racial Hit Dice: A satyr begins with 2 levels of Outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +2, Ref +2, and Will +2.
- Racial Hit Dice: A Satyr's outsider levels give it skill points equal to 2 × (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot.
- Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a Will save or be affected by charm person, sleep, or fear (Caster Level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based. - Natural Weapon: Head butt (1d6). A satyr’s head butt is its primary weapon even when employing manufactured and natural weapon fighting. Any manufactured weapons are considered secondary weapons.
- Thick Hide: +2 natural armor.
- Automatic Languages: Sylvan, Elven.
- Bonus Languages: Any.
- Favored Class: Sorcerer or Bard
- Level Adjustment: +1
- Effective Character Level: 3
Vital Statistics[edit]
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
30 years | +2d6 | +2d8 | +2d12 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
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100 years | 150 years | 200 years | +4d12 years | |
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Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 5' 10" | +1d10 | 170 lb. | × (2x4d8) lb. |
Female | 5' 5" | +1d8 | 130 lb. | × (2x4d8) lb. |
Back to Main Page → 3.5e Homebrew → Races
Effective Character Level | 3 + |
Favored Class | Sorcerer + and Bard + |
Identifier | 3.5e Race + |
Level Adjustment | 1 + |
Racial Ability Adjustments | +2 Cha +, +2 Int +, +2 Dex + and -2 Wis + |
Rating | Unrated + |
Size | Medium + |
Subtype | Fey + |
Summary | A lower level satyr then SRD + |
Title | Satyr + |
Type | Outsider + |