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Half-Satyr Template
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<blockquote data-quote="Kitsunekaboom" data-source="post: 902627" data-attributes="member: 8301"><p>Bring on the oddities <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Half Satyr</p><p></p><p>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.) </p><p></p><p>Creating a Half-Satyr</p><p>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. </p><p></p><p>Hit Dice: Become D6</p><p>Speed: Base creature’s speed +10.</p><p>AC: +2 Natural</p><p>Attack: A Half-Satyr retains all of its natural attacks and gains a Gore attack.</p><p>Damage: As table below.</p><p></p><p>Size Gore Damage</p><p>Fine: 1</p><p>Diminutive: 1d2</p><p>Tiny: 1d3</p><p>Small: 1d4</p><p>Medium: 1d6</p><p>Large: 1d8</p><p>Huge: 2d6</p><p>Gargantuan: 2d8</p><p>Colossal: 4d6</p><p></p><p>Special Attack: A Half-Satyr retains all of the special attacks of the base creature and gains the following.</p><p></p><p>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.</p><p></p><p>Special Qualities: A Half-Satyr retains all of the special qualities of the base creature and gains the following.</p><p></p><p>Immunities (Ex): A Half-Satyr is immune to pipes played by full blooded Satyrs and Half-Satyrs.</p><p></p><p>Low-Light Vision: Half-Satyrs can see twice as far in low-light conditions as humans.</p><p></p><p>Saves: Same as base creature</p><p>Abilities: +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha</p><p>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.</p><p>Feats: Half-Satyrs gain Alertness as a bonus feat. Otherwise same as base creature.</p><p>Organization: Same as base creature</p><p>CR: Same as base creature +1 (+2 with Pipes)</p><p>Treasure: Same as base creature</p><p>Alignment: Same as base creature</p><p>Advancement: Same as base creature</p><p></p><p>Half-Satyr Medusa</p><p>Medium Fey</p><p>Hit Dice: 6d6+12 (33)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 Ft</p><p>AC: 18 (+3 Dex, +5 Natural)</p><p>Attacks: Shortbow +8/+3 ranged; or dagger +6/+1 melee, snakes +3 melee, gore +3 melee</p><p>Damage: Shortbow 1d6; or dagger 1d4; or slam 1d6, snakes 1d4 and poison, gore 1d6</p><p>Face/Reach: 5 Ft. By 5ft/5ft</p><p>Special Attacks: Petrifying gaze, poison, Pan Pipes</p><p>Special Qualities: Immunities, Low-Light Vision</p><p>Saves: Fort: +4, Ref: +8, Will: +7</p><p>Abilities: Str:10, Dex:17, Con:14, Int:14, Wis:15, Cha:17</p><p>Skills: Bluff +11, Disguise +11, Hide +5, Listen +6, Move Silently +11, Perform (Pan Pipes and any two) +7, Spot +15</p><p>Feats: Alertness, Point Blank Shot, Precise Shot, Weapon Finesse (snakes)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, or covey (2-4)</p><p>Challenge Rating: 9</p><p>Treasure: Double Standard</p><p>Alignment: Usually Lawful Evil</p><p>Advancement: By character class</p><p></p><p>Combat</p><p></p><p>Immunities (Ex): A Half-Satyr is immune to pipes played by full blooded Satyrs and Half-Satyrs.</p><p></p><p>Low-Light Vision: Half-Satyrs can see twice as far in low-light conditions as humans.</p><p></p><p>Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).</p><p></p><p>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.</p><p></p><p>Poison (Ex): Snakes, Foritude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 902627, member: 8301"] 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. [/QUOTE]
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