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Bring on the oddities 
Half Satyr
Satyrs have a reputation for being rather lusty and rambunctious. They often have illegitimate children running around, and these are the children they create. (Any given satyr has created 1d4 of these at least.)
Creating a Half-Satyr
Half-Satyr is a template that can be added to any Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Outsider, referred to here after as the Base Creature. Their type becomes Fey.
Hit Dice: Become D6
Speed: Base creature’s speed +10.
AC: +2 Natural
Attack: A Half-Satyr retains all of its natural attacks and gains a Gore attack.
Damage: As table below.
Size Gore Damage
Fine: 1
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
Colossal: 4d6
Special Attack: A Half-Satyr retains all of the special attacks of the base creature and gains the following.
Pipes (Su): Like their fathers, half-satyrs can play haunting melodies on a set of pan pipes. All creatures within a 60 ft. radius must make a Will save DC: 10 + the Half-Satyr’s charisma modifier or fall under a charm person, sleep, or fear spell, as a sorcerer of level equal to the Half-Satyr’s hit dice.
Special Qualities: A Half-Satyr retains all of the special qualities of the base creature and gains the following.
Immunities (Ex): A Half-Satyr is immune to pipes played by full blooded Satyrs and Half-Satyrs.
Low-Light Vision: Half-Satyrs can see twice as far in low-light conditions as humans.
Saves: Same as base creature
Abilities: +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha
Skills: Same as base creature, Half-Satyrs gain a +2 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks. In addition all Half-Satyrs gain 2 ranks in Perform, one sort of performance is always pan pipes.
Feats: Half-Satyrs gain Alertness as a bonus feat. Otherwise same as base creature.
Organization: Same as base creature
CR: Same as base creature +1 (+2 with Pipes)
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: Same as base creature
Half-Satyr Medusa
Medium Fey
Hit Dice: 6d6+12 (33)
Initiative: +3 (Dex)
Speed: 30 Ft
AC: 18 (+3 Dex, +5 Natural)
Attacks: Shortbow +8/+3 ranged; or dagger +6/+1 melee, snakes +3 melee, gore +3 melee
Damage: Shortbow 1d6; or dagger 1d4; or slam 1d6, snakes 1d4 and poison, gore 1d6
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Petrifying gaze, poison, Pan Pipes
Special Qualities: Immunities, Low-Light Vision
Saves: Fort: +4, Ref: +8, Will: +7
Abilities: Str:10, Dex:17, Con:14, Int:14, Wis:15, Cha:17
Skills: Bluff +11, Disguise +11, Hide +5, Listen +6, Move Silently +11, Perform (Pan Pipes and any two) +7, Spot +15
Feats: Alertness, Point Blank Shot, Precise Shot, Weapon Finesse (snakes)
Climate/Terrain: Any land and underground
Organization: Solitary, or covey (2-4)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: By character class
Combat
Immunities (Ex): A Half-Satyr is immune to pipes played by full blooded Satyrs and Half-Satyrs.
Low-Light Vision: Half-Satyrs can see twice as far in low-light conditions as humans.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).
Pipes (Su): A half-satyr can play haunting melodies on a set of pan pipes. All creatures within a 60 ft. radius must make a Will save DC: 13 or fall under a charm person, sleep, or fear spell, as cast by a 6th level sorcerer.
Poison (Ex): Snakes, Foritude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Half Satyr
Satyrs have a reputation for being rather lusty and rambunctious. They often have illegitimate children running around, and these are the children they create. (Any given satyr has created 1d4 of these at least.)
Creating a Half-Satyr
Half-Satyr is a template that can be added to any Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Outsider, referred to here after as the Base Creature. Their type becomes Fey.
Hit Dice: Become D6
Speed: Base creature’s speed +10.
AC: +2 Natural
Attack: A Half-Satyr retains all of its natural attacks and gains a Gore attack.
Damage: As table below.
Size Gore Damage
Fine: 1
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
Colossal: 4d6
Special Attack: A Half-Satyr retains all of the special attacks of the base creature and gains the following.
Pipes (Su): Like their fathers, half-satyrs can play haunting melodies on a set of pan pipes. All creatures within a 60 ft. radius must make a Will save DC: 10 + the Half-Satyr’s charisma modifier or fall under a charm person, sleep, or fear spell, as a sorcerer of level equal to the Half-Satyr’s hit dice.
Special Qualities: A Half-Satyr retains all of the special qualities of the base creature and gains the following.
Immunities (Ex): A Half-Satyr is immune to pipes played by full blooded Satyrs and Half-Satyrs.
Low-Light Vision: Half-Satyrs can see twice as far in low-light conditions as humans.
Saves: Same as base creature
Abilities: +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha
Skills: Same as base creature, Half-Satyrs gain a +2 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks. In addition all Half-Satyrs gain 2 ranks in Perform, one sort of performance is always pan pipes.
Feats: Half-Satyrs gain Alertness as a bonus feat. Otherwise same as base creature.
Organization: Same as base creature
CR: Same as base creature +1 (+2 with Pipes)
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: Same as base creature
Half-Satyr Medusa
Medium Fey
Hit Dice: 6d6+12 (33)
Initiative: +3 (Dex)
Speed: 30 Ft
AC: 18 (+3 Dex, +5 Natural)
Attacks: Shortbow +8/+3 ranged; or dagger +6/+1 melee, snakes +3 melee, gore +3 melee
Damage: Shortbow 1d6; or dagger 1d4; or slam 1d6, snakes 1d4 and poison, gore 1d6
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Petrifying gaze, poison, Pan Pipes
Special Qualities: Immunities, Low-Light Vision
Saves: Fort: +4, Ref: +8, Will: +7
Abilities: Str:10, Dex:17, Con:14, Int:14, Wis:15, Cha:17
Skills: Bluff +11, Disguise +11, Hide +5, Listen +6, Move Silently +11, Perform (Pan Pipes and any two) +7, Spot +15
Feats: Alertness, Point Blank Shot, Precise Shot, Weapon Finesse (snakes)
Climate/Terrain: Any land and underground
Organization: Solitary, or covey (2-4)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Usually Lawful Evil
Advancement: By character class
Combat
Immunities (Ex): A Half-Satyr is immune to pipes played by full blooded Satyrs and Half-Satyrs.
Low-Light Vision: Half-Satyrs can see twice as far in low-light conditions as humans.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).
Pipes (Su): A half-satyr can play haunting melodies on a set of pan pipes. All creatures within a 60 ft. radius must make a Will save DC: 13 or fall under a charm person, sleep, or fear spell, as cast by a 6th level sorcerer.
Poison (Ex): Snakes, Foritude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
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