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Make New Races: Wingin' It
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<blockquote data-quote="steeldragons" data-source="post: 6442333" data-attributes="member: 92511"><p><strong>Satyr: PC race in Orea</strong></p><p></p><p>Here's one that I intended to put up before the thread got thrown to circling the rim of the forum's abyss. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Satyrs are a default/core PC race in my homebrew world of Orea.</p><p></p><p><strong><u>Satyr Traits</u></strong></p><p>Your satyr character uses charm and daring in a carefree, sometimes seeming nearly thoughtless, manner to face the challenges of adventuring and, in all things, enjoy themselves. </p><p><strong>Abilities:</strong> +2 to Cha. +1 to Dex.</p><p><strong>Age:</strong> Saytrs grow slightly faster through childhood than humans [so their "childhood/adolescence" can extend well into their "adulthood"]. They are considered adults at 15 [whether they are<em> ever</em> "mature" at any age is up for debate throughout the ages]. At adulthood, their aging slows to a roughly "half-human" rate until old age, around 150 years. The satyr life cycle rarely exceed 210 years.</p><p><strong>Alignment:</strong> Satyrs, as individuals and a society, nearly always chaotic in nature. They value, <em>highly</em>, freedom of one to make their own choices, freedom of expression (speech, artistic and otherwise), frivolity and indulgence in pleasures of all sorts. That is not to say they can not be organized or formidable opponents when the need arises. Satyrs can be well-trained in a variety of pursuits from hunting, tracking and thievery to seeming natural bards, druids and other practitioners of enchantment or nature-based magic. Generally speaking, among adventurer satyrs, pursuits that make use of their wits, wiles and natural agility, far exceed any interest in classes reliant on brute physical strength. As a society, Satyr communities lean on their ideals of personal freedoms and not infringing on the rights, freedoms or goodly enjoyment of others. They are automatic allies to elves, centaurs [often viewed as their "spiritual brothers/cousins"], fae and other woodland folk [though their assistance may not always be desired for the distractions and indulgences they often bring with them]. Satyr communities are firmly in the Chaotic Good camp. </p><p><strong>Size: </strong>Medium. You range from 4.5-5.5 feet, with a possible addition of 4 or 5" to 1.5 feet of horns, depending on the style/growth. Both males and females sport horns, though males generally grow nearly twice as large/long as females. Male horns are acknowledged (by all of satyr society) as signs of virility and great sources of pride and, thus, may effect a male satyr's ego/self-image (for good or ill).</p><p><strong>Speed:</strong> walking speed 30'.</p><p><strong>Darkvision:</strong> 60'.</p><p><strong>Fae Ancestry:</strong> as the high elf, you have advantage on all enchantment effects and magic can not put you to sleep.</p><p><strong>Caprine Anatomy:</strong> A Satyr's goat-like [caprine] haunches and legs give them advantage on all rolls [Dex] involving balance, climbing natural stone surfaces, and adds 5' to all standing high and long jumps. The jump bonus [high or long] increases to 10' with a running start.</p><p>As a bonus action, the satyr can make an unarmed strike with either their goat horns [headbutt] or a sharp-hoofed kick. A successful hit deals d4 HP and Medium or smaller creatures are forced to make a Str. check to avoid being pushed back 10'. </p><p><strong>Satyr Constitution:</strong> You have advantage on all save and ability checks that involve the ingesting, breathing or otherwise "taking" of alcohol, poison, mind-altering substances and drugs of all types, and any detrimental effects thereof. While you can (and will) certainly "get drunk", you suffer no detrimental effects to your <em>physical</em> [Str., Con. or Dex. dependent] abilities from normal alcoholic beverages.</p><p><strong>Land's Stride:</strong> The Satyr's special anatomy and instincts grant them normal movement through naturally difficult terrain. You pass through natural plants: thorns, brambles, spines, etc..., without taking damage and have advantage on all saves against plants, magical or mundane, that impede movement, such as attacks by stranglevine or the <em>entangle </em>spell.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6442333, member: 92511"] [b]Satyr: PC race in Orea[/b] Here's one that I intended to put up before the thread got thrown to circling the rim of the forum's abyss. :p Satyrs are a default/core PC race in my homebrew world of Orea. [B][U]Satyr Traits[/U][/B] Your satyr character uses charm and daring in a carefree, sometimes seeming nearly thoughtless, manner to face the challenges of adventuring and, in all things, enjoy themselves. [B]Abilities:[/B] +2 to Cha. +1 to Dex. [B]Age:[/B] Saytrs grow slightly faster through childhood than humans [so their "childhood/adolescence" can extend well into their "adulthood"]. They are considered adults at 15 [whether they are[I] ever[/I] "mature" at any age is up for debate throughout the ages]. At adulthood, their aging slows to a roughly "half-human" rate until old age, around 150 years. The satyr life cycle rarely exceed 210 years. [B]Alignment:[/B] Satyrs, as individuals and a society, nearly always chaotic in nature. They value, [I]highly[/I], freedom of one to make their own choices, freedom of expression (speech, artistic and otherwise), frivolity and indulgence in pleasures of all sorts. That is not to say they can not be organized or formidable opponents when the need arises. Satyrs can be well-trained in a variety of pursuits from hunting, tracking and thievery to seeming natural bards, druids and other practitioners of enchantment or nature-based magic. Generally speaking, among adventurer satyrs, pursuits that make use of their wits, wiles and natural agility, far exceed any interest in classes reliant on brute physical strength. As a society, Satyr communities lean on their ideals of personal freedoms and not infringing on the rights, freedoms or goodly enjoyment of others. They are automatic allies to elves, centaurs [often viewed as their "spiritual brothers/cousins"], fae and other woodland folk [though their assistance may not always be desired for the distractions and indulgences they often bring with them]. Satyr communities are firmly in the Chaotic Good camp. [B]Size: [/B]Medium. You range from 4.5-5.5 feet, with a possible addition of 4 or 5" to 1.5 feet of horns, depending on the style/growth. Both males and females sport horns, though males generally grow nearly twice as large/long as females. Male horns are acknowledged (by all of satyr society) as signs of virility and great sources of pride and, thus, may effect a male satyr's ego/self-image (for good or ill). [B]Speed:[/B] walking speed 30'. [B]Darkvision:[/B] 60'. [B]Fae Ancestry:[/B] as the high elf, you have advantage on all enchantment effects and magic can not put you to sleep. [B]Caprine Anatomy:[/B] A Satyr's goat-like [caprine] haunches and legs give them advantage on all rolls [Dex] involving balance, climbing natural stone surfaces, and adds 5' to all standing high and long jumps. The jump bonus [high or long] increases to 10' with a running start. As a bonus action, the satyr can make an unarmed strike with either their goat horns [headbutt] or a sharp-hoofed kick. A successful hit deals d4 HP and Medium or smaller creatures are forced to make a Str. check to avoid being pushed back 10'. [B]Satyr Constitution:[/B] You have advantage on all save and ability checks that involve the ingesting, breathing or otherwise "taking" of alcohol, poison, mind-altering substances and drugs of all types, and any detrimental effects thereof. While you can (and will) certainly "get drunk", you suffer no detrimental effects to your [I]physical[/I] [Str., Con. or Dex. dependent] abilities from normal alcoholic beverages. [B]Land's Stride:[/B] The Satyr's special anatomy and instincts grant them normal movement through naturally difficult terrain. You pass through natural plants: thorns, brambles, spines, etc..., without taking damage and have advantage on all saves against plants, magical or mundane, that impede movement, such as attacks by stranglevine or the [I]entangle [/I]spell. [/QUOTE]
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