Savage Species: Satyr's Pipes

Kai Lord

Hero
I browsed through the Savage Species handbook and noticed that the Satyr PC has the ability to craft magical pipes that can affect creatures that don't save vs. Will DC 14. Is there any way for a Satyr to increase the DC of his pipes? A feat perhaps?
 

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....Or not :p

AFAIK those pipes will work like magic items, and so the stuff that increases the DC's of your magical items also increases it for your pipes. I think there's a feat somewhere that lets you make items with higher save DCs
 

But would they really fall under the rules of Magic Items since only the Satyr may make and use them? It seems they might be looked at as a spell-like ability with the Pipes themselves serving as the focus or spell component.

Or a version of Bardic music that only manifests to its magical potential when played through the Satyr's signature instrument.
 

ENWORLD: Hey Kai Lord, we don't give a crap about stupid Satyrs and their dumbass pipes. So you can ask your little questions and we'll just view, view, view. Yeah, that's right, you can take your magic pipes and dance a jig. We want to discuss Sean K. Reynolds views on Slaad pimping.



:cool:
 


The Satyr's Pipes from SS aren't normal magic items, they just enable the Satyr's racial ability. They only function for Satyrs, and they don't use the standard Save DC for a magic item.

Sleep, Fear, and Charm Person are all 1st level spells, and would thus have a DC 11 Will Save, according to the normal rules. Instead they have a DC 14 Will Save, which doesn't match any of the normal formulas. (The Satyr has 5HD and a Charisma of 13. The 10+1/2 HD+Cha modifier formula only gives a DC 13, not 14.)

If you really want them to increase the DC, create a "Pipe Focus" feat that gives it a +2 DC.
 



What about the feat (Ability Focus?) that increases the DC of one of your racial special abilities? Or does that not apply to the Satyr's pan pipes for some reason.
 

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