These are the sorts of satyrs the Greeks and Romans loved to depict. They are usually found stumbling through the countryside in transient orgies, but they also seek out high-stakes adventures in order to more gloriously fulfill their vow of profligacy.
Is... is it okay to admit how pleased I am with the phrase "vow of profligacy?"
Is... is it okay to admit how pleased I am with the phrase "vow of profligacy?"
Walter Crane, Nymph Between Two Satyrs |
Bacchante,
The Blessed Revelers
Requirements: STR 13, CON 9, CHA 13
Prime Requisite: CHA
Hit Dice: 1d8
Max Level: 10
Prime Requisite: CHA
Hit Dice: 1d8
Max Level: 10
Bacchante
are holy figures and greatly admired in satyr communities. It is their duty to
give themselves over to a state of wild revelry.
May
use any weapon.
Cannot
wear conventional armor, and rarely wear clothes. May wear animal skins
equivalent to leather armor.
Hit
Progression and Save as Dwarf
May
not use magic armor, wands, or arcane/divine scrolls.
Holy
Debauchery: Must make a check against Wisdom to pass up offers of intoxicants
or sex. If a bacchante successfully abstains four times in a row, they are no
longer a bacchante. They lose all bacchante advantages, and must reroll all hit
dice.
Vow
of Profligacy: A bacchante must spend any money accrued by throwing lavish
celebrations. A bacchante does not gain XP for treasure until it is spent in
this way.
Ecstatic
Frenzy: Once per day; +2 to hit and damage, until combat ends.
Dazzling
Music: Beginning at first level, Satyrisci can cause 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. Instead of rolling on the normal encounter
reaction table, roll 2d12 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. This 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, fauns grow rams horns that get larger and more intricately curved
as they advance.
Tail:
At sixth level, satyrs grow long, horse-like tails.
Create
Fountain: At sixth
level, a bacchante can, once per day, touch the ground with a thyrsus (a fennel
staff topped with a pine-cone) and summon a spring of water, milk, or wine.
Thiasus:
A Bacchante can never settle down and establish a settlement, but at ninth
level, they will have attracted their own thiasus:
a large retinue of ecstatic revelers. In addition to their permanent retinue,
they will often be temporarily joined by locals from wherever they pass through.
1 Satyrisci Dazzling Music; Ecstatic Frenzy 0 1d8
2 Wild Faun Horns 1d2 1700 2d8
3 Celebrant Horns 1d4 3400 3d8
4 Ecstatic Horns 1d6 6800 4d8
5 Goat 13,000 5d8
6 Bacchante Tail; Create Fountain 27,000 6d8
7 Grand Bacchante 54,000 7d8
8 Wild Sileni 102,000 8d8
9 Partylord Thiasus 204,000 9d8
10 Dionysi 324,000 9d8+2
What is Wild Aegis? An AC bonus?
ReplyDeleteWild Aegis was an AC bonus, but I'd decided against it. Forgot to strike it off the XP list, however. Thanks for catching that!
ReplyDelete