Satyr Culture

Satyr (1.0)

Male Satyrs look like humanoids of stout build, with fur-covered lower bodies and legs and cloven hooves akin to those of a goat, or like creature. Female satyrs, often called “fauns,” are similar, but tend to be taller and quicker. Goat-like horns top the heads of both male and female satyrs; these come in a variety of shapes and sizes, from small nubs to big curling rams’ horns. Younger satyrs tend to keep their hair short, while older satyrs like to let it grow until it hangs about their shoulders. Charming, carousing, charismatic, and lecherous, this branch of the fae really do just want to have fun. Although they are strong and physically gifted, they prefer not to fight.   Satyrs usually live in small villages in the hills and forests, protected from the incursions of humans and dwarves, whom they see as mischievous and greedy. They do however get along with the catfolk, elves, and other fae creatures.  

Restricted Classes

Samurai, Hoplite, Cavalier, Hexenkreiger, Commander, Noble, Yuxia  

Religion

Their core belief is in the power of the fae, but each satyr and faun may have additional beliefs, which often change daily based upon their whims.  

Special Abilities

Level 1
Satyr Strength: You have +1 weapon damage.   Satyr Bravery: Due to your great courage–or perhaps foolhardiness–you are immune to all fear attacks   Limited Weapon Choice: Due to your good nature and distaste of serious combat, satyrs usually do not train much in weapon use. This means that you cannot use any weapons other than musical instruments, clubs, and sticks. If you are a member of a class that grants special abilities to a particular weapon, you may substitute one of these weapons.   Fae Immunity: You are immune to Fae Charm and Fae Sleep abilities due to your fae ancestry. That said, it is common for satyrs to pretend to be affected in order to trick their opponents.   Fae Ancestry: You are considered Fae for the purposes of spells, abilities, plots, and story.  
Level 3
Captivate: You have the ability to perform and stop one person from acting. This ability is interrupted if you take damage or lose line of sight of the target or if the target takes damage. You must be performing in some way for this to work and must be called out using “captivate!”. This ability can be used six times per day (6x/day) and can be renewed.  
Level 6
Immune to Poison: Due to your long history of drinking and partying, you have built up an immunity to the harmful effects of all poisons, toxins, and strong drink.  
Level 9
Immune to Backstab: Due to your keen senses and adrenaline junky lifestyle, you are no longer subject to Backstab.

Comments

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Jan 16, 2024 09:25

I'D PUT THE FAE IMMUNITY UNDER FAE ANCESTRY, AND MAYBE ADD NOTES IN THE FAE CULTURE DOES THOSE TWO ABILITIES DOES NOT WORK ON OTHER FAE.

Jan 16, 2024 09:26

CHANGE IMMUNE TO POISON AND BACKSTAB TO POISON AND BACKSTAB IMMUNITY