Lace and Steel cover by Donna Barr |
After helpful suggestions from some fine folks on G+, here's the present draft of the satyr. It's a work in progress—suggestions and advice are very welcome. There's a reaction table I'm especially unsure about. You'll know it when you see it.
Average satyrs are quiet, decent folk. They might live in a glade with the dewy-eyed woodland animals, or in a farming hamlet, or run a cheese shop downtown. They're naturally charming, of course, and this is helpful in combating the salacious reputation saddled on them by the behavior of troublesome elements in satyr society (the Bacchantes, Calicantsars, and Sabbat Satyrs, about whom, more later).
Satyr
Requirements: DEX 13, CON 9, CHA 13
Prime Requisite: CHA
Hit Dice: 1d6
Max Level: 10
Prime Requisite: CHA
Hit Dice: 1d6
Max Level: 10
May
use any weapons, and any armor except plate armor.
Hit
Progression and Save as Fighter.
May
not use wands or arcane/divine scrolls.
Dazzling
Music: Beginning at first level, Satyrisci can induce powerful effects in
others through music. They require an instrument, and prefer pipes, cymbals,
castanets, bagpipes, and lyres.
Invitation to
dance: One time
a day per level, a satyr can perform a musical Invitation to Dance. This can be
done while moving at normal speed, or while capering. Instead of rolling on the
normal encounter reaction table, roll 2d12 2d6 below:
2-3 Hostile,
considering an attack
4-7 Uncertain,
monster confused, listening to music
8-10 No attack,
monster dances, conga line right out the door
11-12 Enthusiastic
friendship
Panic: Once per day per level, a satyr
can use music to inspire panic in others. It requires total concentration,
and nothing else can be done while the satyr is performing. This triggers a
morale check at -2 at any time, even if the creatures have previously rolled a
12. Undead and deaf creatures are immune.
Lullaby: A satyr can play soothing music
to help willing creatures to sleep soundly. This can counter effects that might
disturb rest needed for healing. The satyr must play for at least a full turn
during the period of disturbance.
Horns:
At Level 2, satyrs’ horns grow large enough to be used as weapons. The horns
continue to grow larger and more intricately curved as the satyr advances.
Tail:
At sixth level, satyrs grow long, horse-like tails. This provides no practical
benefit, but they are very proud of them.
Woodland
Fortress: Although Satyrs can be city and village dwellers, a satyr setting up
a stronghold will probably seek the ancestral woods. A ninth-level satyr will
attract a retinue of 1d10 satyrs (levels 1d4+1) with 1d12 non-combatant
family members, and 1d6 non-satyrs (centaurs, onocentaurs, elves, nymphs, or
other sylvan creatures).
1 Satyrisci Dazzling Music 0 1d6
2 Faun Horns
1d2 1900 2d6
3 Buck Horns
1d4 3800 3d6
4 Gruff Horns
1d6 7600 4d6
5 Gruff Hero 15,000 5d6
6 Satyr Tail 30,000 6d6
7 Grand Satyr 60,000 7d6
8 Sileni 110,000 8d6
9 Papposilenus Woodland fortress 220,000 9d6
10 Panes 340,000 9d6+2
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