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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Satyrs in Serpents and Sewers== Yes, it was obvious that I would include a Satyr species write-up sooner or later. The problem is, it is extremely difficult to make a decent satyr template which is still playable without a massive Level adjustment. So yes, these Satyrs may be slightly overpowered, but that is intended. Every setup needs a top tier, and the Satyr is meant to be the top tier species of Serpents and Sewers. ==Satyr Racial abilities== * '''Abilities''': Constitution +2, Wisdom+2, Charisma +2. Satyrs are resilient and surprisingly tough creatures with a strong and primal attraction. and while they have a deep insight in the structure of the world and the nature of things, Satyrs are beings of instinct, without neglecting their intellectual capacities. * '''Medium''': As Medium creatures, Satyrs have no special bonuses or penalties due to their size. * '''Fey''': Satyrs count as fey creatures and are therefore not affected by spells and effects that specifically target humanoid creatures. * Satyr base land speed is 40 feet. Their great speed also grants Satyrs the Run Feat for free. * '''Expert Athletes''': Satyrs gain a +2 racial bonus to Athletics checks. * '''Low-Light Vision''': A Satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. * '''Keen Senses''': +2 racial bonus on Perception checks. A Satyr who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. * '''Innate Magic''': Satyrs can chose 4 cantrips from the druid spell list, which can be cast as if they were spellcasters with half the Satyr's character level as caster level. If the Character follows a spellcasting class instead, they can increase their spell energy pool by 2 points. * '''Seductive Appearance''': Satyrs gain a +2 bonus to Intrigue and Sense Motive checks which doubles when the skill is used within a potential romantic situation. * '''Natural Weapons''': Satyrs can use their horns for a powerful headbutt, which serves as a primary natural attack which deals 1d4+ Strength bludgeoning damage. * '''Natural sense of rhythm''': Satyrs gain a +2 bonus to all Perform and Concentration checks. * '''Favored Class''': Berserker or Pathfinder. Satyrs who follow these two classes receive an additional skill point per level. * '''Level Adjustment''': +1 ==Further Advancement of Satyrs== {| border="1" !Level !Feature |- |4th |Wyld Creature |- |8th |Supernatural Resistance |- |12th |Evasion, Wild Magic |- |16th |Ability Boost |- |20th |Greater Wyld Magic |- |} * '''Wyld Creature''': As creatures of the Fey world, Satyrs have a strong resistance against magic. They gain a +4 bonus to all Saves against mind-affecting spells and powers on 4th level. * '''Supernatural Resistance''': As creatures with an origin not completely from this world, 8th level Satyrs gain a general energy resistance and a Damage Resistance against all damage except through cold iron equal to the character's wisdom modifier. * '''Evasion''': On 12th level, Satyrs gain the Evasion ability (see the Thief’s class traits). If the Satyr already has Evasion, he gains Improved Evasion instead. * '''Wild Magic''': A 12th level Satyr gains more versatile innate magic: She learns three additional 0 level spells from any spell list, which can be used like their other innate spells. Spellcasting characters gain three additional spell power points instead. * '''Ability Bonus''': On 16th level, Satyr characters gain a +2 Bonus to either Constitution or Charisma. * '''Greater Wyld Magic''': 20th level Satyrs are pure incarnations of the wyld and as that they are sources of powerful magic. The character may chose two level one spells from the druid spell list, which can be used at will.
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