Heh Heh!
Sea Satyr (Half-Satyr/Half-Anthropomorphic Porpoise)
Medium-Size Fey (Aquatic)
Hit Dice: 2d6+4 (11 hp)
Initiative: +4 (Dex)
Speed: 30 ft,, swim 80 ft.
AC: 18 (+4 Dex, +4 natural)
Attacks: Gore +6 melee; or trident +2 melee; or net +5 ranged
Damage: Gore 1d6; or trident 1d8; or net (special)
Face/Reach:[b/] 5 ft. / 5 ft.
Special Attacks: Pipes
Special Qualities: Immunities, keen vision
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 11 (+0), Dex 19 (+4), Con 15 (+2), Int 13 (+1), Wis 16 (+3), Cha 12 (+1)
Skills: Hide +13, Listen +18*, Move Silently +13, Perform (panpipes, storytelling) +7, Spot +18*, Swim +15
Feats: Alertness (B), Exotic Weapon Proficiency (net) (B), Weapon Finesse (gore)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 2 (3 with pipes)
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: By character class
Level Adjustment: +3
Sea satyrs are strange creatures that have fey blood, as well as porpoise heritage. It is not know if they are naturally occurring race or some sort of magical hybrid. (The latter is more likely.) Whatever the truth may be they are quickly spreading across the oceans of the Prime Material and beyond.
Sea satyrs are humanoid, but odd and monstrous creatures at best. A sea satyr’s head is a strange mixture of satyr and porpoise with tough, curved horns protruding from the top and a large nose. Their arms, legs and torso are like a satyr’s for the most part, although they have no hair, porpoise skin coloration and long, dexterous fingers that are webbed for swimming. Their legs end in two solid feet that are both hoof-like near the base of the ankle and flipper-like stretching out where the arch and toes should be. As a result, sea satyrs can walk and run just fine on land but are fastest in the sea. A sea satyr’s porpoise heritage is most notable by the vestigial fin that sits in the center of its back.
Sea satyrs love to swim with porpoises and other dolphin-like creatures. They are aware of the dolphin race known as the Tarian but the two races hardly ever meet. They are usually on good terms with water nagas, nixies, sea elves, and merfolk. They are always searching for the rare and reclusive water nymphs.
Sea satyrs speak Aquan and Sylvan.
Combat
Sea satyrs never attack creatures and races they meet unless provoked. When fighting in the sea they will harass opponents by swimming around them quickly, while attempting to damage more aggressive opponents with their tridents and trapping others in specially designed weighted nets **. On land they prefer to gore opponents or use their pan pipes.
Immunities (Ex): A sea satyr is immune to pipes played by full-blooded satyrs, as well as other half-satyrs.
Keen Vision (Ex): While sea satyrs lack a porpoise's blindsight, they can see twice as far as a human in low-light conditions and have darkvision up to 60 feet.
Pipes (Su): Sea satyrs can play haunting melodies on a set of panpipes. All creatures within a 60 ft. radius must make a Will save DC: 10 + the sea satyr’s charisma modifier or fall under a charm person, sleep, or fear spell, as a sorcerer of level equal to the sea satyr’s HD.
Skills: Sea satyrs also gain a +2 racial bonus to Hide, Move Silently, and Perform checks. In addition all sea satyrs gain 2 ranks in Perform: panpipes, and storytelling. Sea satyrs gain a +6 racial bonus to Listen and Spot checks. *These bonuses are lost if keen sight is negated. A sea satyr’s swim speed gives it a +8 racial bonus on Swim checks.
** See the Player’s Handbook, Chapter 7: Equipment for details on how to properly use a net. (I’m not sure what the ruling is for using a net underwater. Does anyone know if one of the core books details this somewhere?)
Sea Satyr Characters
Sea satyrs favor the bard class.