Faun (homebrew race)

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Legend
Here's my rough build for a faun PC race for my campaign. Any comments?

FAUN
Demure enticing guides to the Feywild with a passion for life.

RACIAL TRAITS
Average Height: 5’6” – 5’10”
Average Weight: 130 – 190 lb.
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Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
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Languages: Common, Sylvan
Skill Bonuses: +2 Bluff, +2 Nature
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Faun’s Cunning: Gain +5 save against thunder and music-based attacks.
Fey Sense: Detect other Fey creatures or paths to the Feywild within 10 squares.
Fey Origin: Considered a Fey creature.
Revelry’s Muse: Grant one ally an extra action point upon attaining a milestone, but at any subsequent milestone thereafter you may take the ally’s bonus action point as your own.

Lure (Faun Racial Power)
You lure an enemy into a dangerous situation.
Encounter * Charm
Minor Action, Ranged 10
Target: One creature within range
Effect: Pull target 1 square; save ends.
Sustain Minor: You can sustain this power until the creature makes its save.

Fauns gave up their immortality for the love of human beings, and they revel in their mortal lives, composing ballads, seducing mortals, roving the wilds chasing nymphs, and swapping tall tales over honeymead. Their true homeland is the Feywild, but since it is exceedingly dangerous for them to return, they enjoy the company of other woodland creatures like elves and gnomes. Timid creatures, fauns are used to sleeping beneath the moon and are hesitant around talkative mortals or when in bustling cities.
 
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Ah, man I'm sorry. I thought for sure I'd posted on this. It must have been lost in my rush out the door that day lol.

I like the race. I've actually got it written up right now in our Races OOC (To be posted Tuesday). I didn't think it was overly broken compared to what we have to work with, but the Revelry's muse is a bit strange since it kinda forces another player to lose their point later on.
If you wouldn't take it when they may need it, what good does it do you? I would see it mostly being used just to give somebody an extra action point which has

a) the potential to break a character with the action point powers between 11 and 20. or
b) no benefit whatsoever since you can only use one action point per encounter.

Also, how often can the faun use this? Can he use it once per mile stone? Or does he use it per day and one guy gets it on his milestone?
 

Hey Malcolm, good point about only being able to use 1 AP per encounter. I'll need to rethink this ability. Basically I'm looking for an ability which plays up the "suspicious ally/trickster" theme of the faun. My first thought was to use AP to model this, but there must be a better way.
 

It probably wouldn't be broken to make him leaderish with this kind of ability...

Revelry's Muse: Once per encounter, an ally of your choice can take your minor, move, or standard action. If you do, that ally loses an equivalent action to you on his next round.

An example of play: On your round, you flank the opponent with your rogue ally. He just backstabbed the opponent for 1d4+2d8+dex damage. You can give up your standard action to let him do it again. On his next round, you take your standard action instead.

Another example: The monster is going after the wizard. You can't stop it, so you give up your move action to the paladin to let him get there and help. On his next round, you move instead.
 


I like the idea of fauns/satyrs as a PC race and your version in particular. Nice job!

The only things I'd change are size/weight and speed. I imagine fauns as M size but rather short, perhaps 4'10" - 5'4", 90 - 140 lbs. I also think of them as fast with their goat-like legs, speed 7.
 

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