Class; Satyr

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Class; Satyr

Postby Malcadon » Mon Oct 07, 2013 1:30 am

Satyr
Requirements; DEX 9, CON 9
Prime Requisite; DEX
Hit Dice; d8
Maximum Level; 7

Satyr are humanoids with the lower body of a goat and have short horns on their heads. They are about 5 feet tall. Being a feral race, they usually lack the understanding of civilized behavior, like the notion that something or someplace left unoccupied is still "owned" by someone. They are also vary lustful and devoid of any modesty. This tends to result in them saying or asking embarrassing or impolite things. Do to their hooves, they mover faster - 180' (60') - and can pass over rocky or broken ground without hindrance. Their horns allow for a headbutt, doing 2d4 damage. They have a 90% invisible in the wilderness, and their keen sense makes them surprised only on a 1 on 1d6. They are immune to the effects of a Nymph's blinding/deadly beauty. They speak Satyr, Nymph, Elven and Common.

Some extraordinary Satyrs - namely a Player Character or major NPC - craft special pipes. These pipes are not magical, but their effects are. Once a day per level, they can play the pipes to induce a spell-like on anyone within 60', who fail a Save vs Spells. A successful save means the immunity the pipes (buy may still save with other Satyr pipes). At first level, they can induce Charm Person, Scare and Sleep, but only one effect at a time. At 4th level, they can induce Charm Monster, Fear and Fumble. If the pips should brake or get lost, it would take time (or a quest) to find the right materials to craft a new set.

At 7th level, a Saytr's exploits attracts a large band of groupies: 1d4+4 Saytrs, 1d4+1 Nymphs, 2d6-2 humans and 2d4-2 Elves. They are not in any way combatants, but are consorts and party-animals. They will not fight or die for their leader, but will serve his or her most hedonistic whim. They are not found in a fixed location, but a nomadic.

1 1d8 xp 0
2 2d8 xp 2,200
3 3d8 xp 4,400
4 4d8 xp 8,800
5 5d8 xp 17,600
6 6d8 xp 35,200
7 7d8 xp 70,400

STR 3/18
INT 3/16
WIS 3/14
DEX 3/18
CON 9/18
CHR 3/18

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Last edited by Malcadon on Mon Oct 07, 2013 6:48 am, edited 3 times in total.
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Re: Class; Satyr

Postby Blood axe » Mon Oct 07, 2013 1:50 am

No magic pipes? possibly some weak magical music effects. ( something equal to a low level Sleep, Charm spell)
Maybe tone it down a bit at the start for Level 1(5d8hd) or you couldn't really use the Satyr for a beginning game. (level 1)
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: Class; Satyr

Postby Malcadon » Mon Oct 07, 2013 6:50 am

Blood axe wrote:No magic pipes? possibly some weak magical music effects. ( something equal to a low level Sleep, Charm spell)
Maybe tone it down a bit at the start for Level 1(5d8hd) or you couldn't really use the Satyr for a beginning game. (level 1)

Thanks for the heads-up about the pipes. I lowered the HD, as it was too high for their size. I also added same high-level followers.
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