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Satyr anyone? - Input on my attempt, please.
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<blockquote data-quote="Airwolf" data-source="post: 358763" data-attributes="member: 2905"><p>It doesn't seem like anyone has done a conversion for a Satyr to a 'playable' race so I gave it a try.</p><p></p><p>I am not sure if I should post this here or in the House Rules section. So if a mod thinks it should be in HR please move it over. Thanks.</p><p></p><p>Satyrs</p><p>· -2 Strength, +2 Intelligence, +2 Charisma, </p><p>· Medium size.</p><p>· Satyr base speed is 40 feet.</p><p>· Saves: Poor Fort, Good Reflex, and Good Will.</p><p>· +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks.</p><p>· Satyrs receive a natural armor class bonus of +4.</p><p>· Attacks: Gore +2 melee; Damage: Gore 1d6</p><p>· Special Attacks: Pipes (Su): Satyrs can play a variety of magical tunes on their panpipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes again for one day. </p><p>· Bonus Feat(s): Alertness</p><p>· Automatic Languages: Common and Elven. </p><p>· Bonus Languages: Gnome, and Sylvan. </p><p>· Favored Class: Bard.</p><p></p><p>Most of this comes right out of the MM. If anyone has any suggestions I am all ears, so to speak. </p><p></p><p>Regards,</p><p>Airwolf</p></blockquote><p></p>
[QUOTE="Airwolf, post: 358763, member: 2905"] It doesn't seem like anyone has done a conversion for a Satyr to a 'playable' race so I gave it a try. I am not sure if I should post this here or in the House Rules section. So if a mod thinks it should be in HR please move it over. Thanks. Satyrs · -2 Strength, +2 Intelligence, +2 Charisma, · Medium size. · Satyr base speed is 40 feet. · Saves: Poor Fort, Good Reflex, and Good Will. · +4 racial bonus to Hide, Listen, Move Silently, Perform, and Spot checks. · Satyrs receive a natural armor class bonus of +4. · Attacks: Gore +2 melee; Damage: Gore 1d6 · Special Attacks: Pipes (Su): Satyrs can play a variety of magical tunes on their panpipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes again for one day. · Bonus Feat(s): Alertness · Automatic Languages: Common and Elven. · Bonus Languages: Gnome, and Sylvan. · Favored Class: Bard. Most of this comes right out of the MM. If anyone has any suggestions I am all ears, so to speak. Regards, Airwolf [/QUOTE]
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