Skip to main content

Satyr Sub-Class: Calicantsar

These satyr-variants would be at a great advantage in a dungeon, but will face a lot of bias and persecution in town. 

Calicantsar (Goblin-Satyr)
Requirements: DEX 13, CHA 9
Prime Requisite: DEX
Hit Dice: 1d6
Max Level: 10

A rare, subterranean off-shot of satyrkind. Calicantsars are widely reviled as tricksters and child-stealers. This reputation may or may not be earned.

May use any weapons, and any armor except plate armor.
Hit Progression and Save as Fighter.
May not use wands or arcane/divine scrolls.
Stealthy: +1 to surprise.

Dazzling Music: Beginning at first level, calicantsars 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 calicantsar can play soothing music to help willing creatures to sleep soundly. This can counter effects that might disturb rest needed for healing. The calicantsar must play for at least a full turn during the period of disturbance.

Horns: At Level 2, glum fauns grow rams horns that get larger and more intricately curved as they advance.

1          Satyrisci            Dazzling Music                     0                      1d6
2          Glum Faun       Horns 1d2                             2000                 2d6
3          Bogey                Horns 1d4                             4000                 3d6
4          Undergruff       Horns 1d6                             8000                 4d6
5          Undergruff Hero                                            16,000               5d6
6          Calicantsar        Tail                                        32,000               6d6
7          Kallikantzaro                                                  64,000               7d6
8          Dark Sileni                                                       120,000            8d6
9          Cavelord          Underground fortress          240,000            9d6
10        Dispateri                                                          360,000            9d6+2

A word of warning, if you're curious about these guys: a google search for calicantsars turns nsfw quickly. Alarmingly so. I'm not talking naughty Greek pottery.


Popular posts from this blog

Maze Rats by Post

In my previous post , I reviewed a bunch of my favorite rulesets for optimization for Play-by-Post. It occurred to me almost immediately that I hadn't really thought about Maze Rats enough. In fact, I'd mis-remembered and mischaracterized it. Upon reflection, one of the mechanics I took issue with is actually a big strength. Re-reading the rules, it seems like just a few very simple hacks could make it a highly-optimized PbP game. As follows: Danger Rolls are rolled by the GM. Danger rolls usually fail, so it is in the player’s interest to describe their actions plausibly and mitigate as many risks as they can, in the hopes that they don’t trigger a danger roll. 2d6 + ability bonus ≥ 10 If you have taken enough precautions to have a distinct advantage in an action, but not enough to have eliminated the distinct possibility of danger, the GM will give you a roll with advantage. 3d6 keep 2 + ability bonus ≥ 10 Because each character only has 3 ability scores (S

Reviewing Rules for Play-by-Post Optimization

I’ve played a lot of PbP games: all your favorite flavors of OD&D, AD&D, and their retroclones, Call of Cthulhu, Marvel Superheroes, Traveller, Dungeon World, etc. ad nauseam. In almost every instance, I forgot what ruleset we were using at some point. Which is a good thing. Once chargen is over, you spend a lot more time describing your characters actions and poring over the GM’s descriptions than you spend interacting with rules. When you do roll, it’s usually a combat to-hit roll, which you’ve probably programmed into the online dice-roller as a macro. Pretty much any game will work for PbP. But that doesn’t mean there aren’t points of possible optimization. Point 1: Resolution. Anything that can keep the action moving is a boon to PbP. A game that requires a back-and-forth exchange of information to resolve an action is going to progress very slowly. A good rule of thumb is that it’ll take 2 or 3 days to get a response from any given player. At that pace, an exch

An Exaltation of Rockets

I've been toying off-and-on with a rockets-and rayguns campaign/ruleset based heavily on the original Buck Rogers strips. I started working it up as a Black Hack, but I've since switched over to Maze Rats, which has become my ruleset of choice for Play-by-Post. I don't have a good name for it. I want something that conveys the baroque majesty of science fiction in the 20s and 30s. "Planetary Romance" is an accurate description of the genre, but needs about 20% more pulp. Pseudo-pulp magazine names seem like a good way to go, but that's such an easy well to dip into that the results can sound pretty generic. Request for feedback #1:  On this particular morning, I'm enamored of "An Exaltation of Rockets," but it may not carry the right resonances. I'd be eager to hear from you what your first impression was when you saw that as the post's title. What sort of imagery did it conjure up? What sort of world does it belong to? The prem