Sometimes also referred to as fauns, Satyr have the torso, head and arms of a man, and the hind legs of a goat. Their pelvis and legs are covered with goat-like fur, which is brown or black, with a short goat-like tail growing from the base of their spine. They also have split hooves like a goat, instead of human feet. Their human upper-body is fit and strong and they are strikingly handsome. They have talon-like fingernails and sharp teeth. There are two short, sharp horns jutting through the coarse, curly hair on the top of their heads. This hair normally matches the color of the fur on their goat half. Their eyes are always the most alluring color of blue or green. Strangely all Satyr are male, there are no females; and they may only propagate their race by mating with females of other races.

Satyr tend to be true neutral but PCs can be of any alignment that is neutral in part. The half-human, half-goat satyr are a race of pleasure-loving beings. As PCs, Satyr will often be unpredictable. They are not offensive but they are impulsive and full of animal passions. Like all faerie, Satyr are a personification of nature, the embodiment of all that is wild and carefree. If nymphs and dryads represent the beauty of the natural world, satyr represent its passion, lust and fertility.

Satyr are a peaceful loving people but are fierce, passionate warriors and the protectors of the Faerie homeland. They do not seek violence and do they understand those that do. Nor do they understand seriousness, for it is against their nature. They are lovers, drinkers and comedians rather than fighters, but are quite capable of defending themselves, their land, and their mates. They are extremely fond of good food and wine and prefer to live in the now. They do not over think any situation. If they see something they like, then they must have it. To want is to get, that is the satyr way. Satyr 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, have fun and act on impulse.

Satyr is a good race for a player who would like to play a bard but wants a character with a more naturalistic feel. Satyr do not like to work (though they are excellent wine makers), as their hearts are tuned to play. They spend their days and nights in sport and a satyr who becomes an adventurer often does so for the sport of it. When adventures stop being fun and interesting, they return to their woodland homes or find a new party. The satyr way is nature’s way, which they see as the right way. They are casual and are nearly impossible to insult. Everything is the way it is, so why should they be bothered by it? They understand that humans and demihumans think differently than they do, so they suppress some of their urges while in that type of company. They love to frolic and play their pipes, and they never miss an opportunity to chase after wood nymphs or other comely creatures. They have an inborn affection for attractive elven and human females and might seek to charm those that catch their fancy.

While their homeland (Effendor) is called a nation it is not an organized society. The Faerie races simply know their roles but do not confine themselves to jobs. Satyr live in loose colonies nearer to the edge of the woods. Their homes are rarely more than comfortable caves or hollow trees. These fun-loving creatures often throw wild celebrations deep in the woodlands. Such celebrations will last all night but might extend for several days. They are attended by all sorts of Faerie folk and woodland creatures, like sprites, dryads, centaurs, and other more wild animals. Strangers who stumble onto such a party will be invited to stay if they can supply music, food and drink.

Faerie History

Satyr have the following abilities and hindrances which are beyond the norm.

Ability Modifiers: +1 Dex, -1 Int, +1 Cha.

Ability Min/Max Score Class Level Limit
Str 6/18(75%) Basic Warrior 8
Dex 12/19 * Ranger * U
Con 10/18 * HOo Ninurte * 17
Int 6/17 * Cultist * 8
Wis 12/18 * Elemental Adherent * 14
Cha 14/19 Bard 16
* Thief * 8
Smuggler 8
Prophet 14

Character Classes: A player character Satyr can be a Basic Warrior, Ranger, Holy Orders Priest (Ninurte), Elemental Adherent (Earth), Cultist, Smuggler, Thief, Bard, or Prophet. In addition, they may choose from the following multi-class options: Warrior/Adherent, Warrior/Rouge, Adherent/Rouge, Ranger/Adherent, or Ranger/Rouge (rules for multi-classing). Multi-classed Rouges may be a: Thief or Smuggler.

Base Movement Rate: 14.

Languages: While being created, Satyr gain “Faerie” as their free language which they can speak, read and write. As their nation is in the far south they will normally know the languages of their bordering cultures (be they friend or foe), but adventurer Satyr may choose any language. Suggested starting languages for Satyr are: Jontun, Orcin, Uzivzy, Laclon, Norse, Nim, Ald, Quantis, Centarui, Gwarn, Gnoll, Fey and Skye.

  • Educational Limitation: Satyr run into problems with foreign languages due to the isolated local of their culture and the fact that their language is derived from Fey rather than Godspeak. While it costs them no extra language slots to speak other languages, they must spend 2 non-weapon proficiencies on Language, Read/Write to be able to read and write any mortal or modern language other than Centauri.

Additional Experience Cost: Satyr must always gain an additional 20% of the experience needed to level for any class.

Low-Light Vision: Satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Natural Armor Class: AC 5 (or + 5 armor bonus).

Natural Attack Form: In melee, satyr can head butt and gore with their horns for 2d4 points of damage (plus strength bonus) instead of attacking with weapons.

Racial Stealth: In forest settings, satyr can blend into the foliage (90% undetectable to creatures who cannot see hidden or invisible things).

Abnormal Sensitivity: Because of their ability to be very silent and their keen senses, satyr are surprised only on a roll of 1 if they are alone or in a natural setting.

Ancestral Weapons Bonus: Because of their traditional upbringing and a racial tendency to live in wild areas, Satyr prefer to use the weapon that strongly identifies with their cultural history. During their youths, they trained in the use of the short bow. This training gives them a natural attack bonus of + 1 while wielding a short bow. Also Satyr archers are extremely mobile and can fire their bow, move, and then fire again all in the same round.

Bonus Non-weapon Proficiencies: Due to their specific upbringing, Satyr are far more sensitive to changes in their environment and are more knowledgeable of the denizens of the forest than most races. They gain the following non-weapon proficiencies as a bonus when being created: Alertness, Animal Lore, and Weather Sense.

Pipes of the Satyr: A Satyr with the Proficiencies: Craft Musical Instrument (Satyr Pipes) and Musical Instrument (Satyr Pipes, with 2 slots assigned) can invoke the special magic of its race. If a satyr has constructed his own pipes and devoted the required proficiency slots to its use, he can use its music as a spell-like ability to cast either; charm, sleep or cause fear on all creatures within 60 feet (for the purpose of these spells his caster level is equal to his class level). Using this ability takes a whole round of playing the pipes. The satyr must choose the effect prior to the attempt and this effect is used on all targets (he cannot choose multiple effects from one playing). All creatures who hear the pipes must make a successful saving throw vs. spell or suffer the effect. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes again for 24 hours. No proficiency check is required to use the pipes in this manner and they cannot be used for these purposes by anyone other than the Satyr who created them. The special abilities of the bard and Troubadour can nullify the effects of the pipes of the satyr.

Easily Distracted: Satyr are very susceptible to distraction. When in the presence of an elven, half-elf, Amurian or human female with Charisma 15 or better or a bottle of excellent wine they must succeed in a Wisdom check (with a -4 penalty) or suffer a -2 (or 10%) penalty on all d20 (and percentage) rolls until such time as he has acted on his impulse or the distraction has been removed for more than 3 minutes.

Superstitious: Satyr are uncomfortable in cities and beneath the ground, they do not like mobs of humans or humanoids, and fear boredom most of all (see the rules for Superstition).

Suggested Nonweapon Proficiencies: Acting, Artistic Ability, Bowyer/Fletcher, Brewing, Craft Instrument (Satyr Pipes), Dancing, Fishing, Gaming, Hiding, Hunting, Juggling, Musical Instrument (Satyr Pipes), Poetry, Survival (Forest), Whistling/Humming, Winemaking.

Aging Effects

Base Age Maximum Age
30+1d10 300+6d6
Middle Age: 200 Old Age: 250 Venerable: 300
Height Weight
Base 55 110
Variable +1d10 +4d10

Relations with other races: Outside of other Faerie races, Satyr get along best with Elves, Tabaxti, Centauri and Halflings. People from highly organized societies like those of many humans, Norns and Giants find Satyr to be far too carefree. Their worst inter-racial relation is with the Norse Amurians and the humans of the Vol’drani islands who attacked Effendor in the first Parthian war.

Satyr are inoffensive, and will let a great many things slide off their backs. They are friendly to strangers, but resent unwanted intrusions into their homeland. They understand that humans and most demi-humans think far differently than they do, so they try their best to be understood and understand. Still like most faerie, Satyr care little for the big world outside their forests and simply try not to get involved with it.


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