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Satyr (4e Race)

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Created By
Sepsis (talk)
Date Created: 10/28/2008
Status: Completed

[edit] Satyrs

Hedonistic creatures that frolic in the wild places of the world.

Satyrs
Satyrs
Racial Traits
Average Height: 5’6”–6’2”
Average Weight: 135–220 lb.
 
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
 
Languages: Common, Elven
Skill Bonuses: +2 Bluff, +2 Stealth
Fey Origin: You are native to the feywild. You have the fey keyword, so you are considered a fey for the purpose of effects that relate to creature origin.
Wild Knowledge: You get a +3 racial bonus to the Nature skill.
Leaping Gait: Because of your graceful bounding movements, at the time of character creation, you can choose either Feint (4e Feat) or Harrying Attack (4e Feat) as a bonus feat. See also: Gore (4e Feat), and Magical Tunes (4e Feat).


Play a Satyr if you want...

  • To play a character more intrested in personal pleasure over anything else.
  • To be a member of a race that loves to manipulate others for their own personal gain.
  • To play a character prone to violent mood swings when things don't go your way.
  • To be a member of a race that favours the Bard, Ranger, and Rogue classes.

[edit] Physical Qualities

Satyrs are best described as a horned man (or woman) with the legs of a goat. A satyr's hair is red or chestnut brown, while its hooves and horns are jet black.

[edit] Playing a Satyr

Satyrs are self-centered, greedy, and decadent creatures that enjoy food, drink, and other pleasures. They use sly trickery to take what they desire from others as it pleases them. If denied the ability to take what pleasure they feel they deserve they will fall into a murderous mood attacking without warning.

Satyr Society: Satyr usually live within a general area of forest, but rarely establish permanent residences until they are too old to move without assistance. A given territory of forest can range between five to thirty miles, which the Satyr will defend from other Satyr with a mix of traditional games, trickery and often furious violence. Fights between Satyr are undesirable, humiliation is both preferred and more painful than a battering, although most Satyr will resort to physical conflict particularly if they feel they are starting to lose a contest.

Children are taught to use their wits and wisdom from an early age. They game with other children at composing clever lyrics, songs, and pranks. A good prank is always appreciated, especially by adults who take its success and a sign their child is competent and learning, a bad prank is sorely frowned upon as a sign of laziness or incompetance and can result in severe punishment. Most Satyr dispise having to "waste" too much of their time on raising their young, and any that demand too much attention may find themselves abandoned and left to perish on their own in the wild.

Satyr refer to their own tribes as "gruppos" which roughly means many people. Satyr tribes are not family or tradition oriented. They are bands of Satyr that seem to get along, like a group of friends. Each gruppo is led by a tripart council of elders, between the three of them decisions are made although those decisions are both few and non-decisive. Gruppos seldom produce anything more then art and intoxicating beverages. Anything else they need they normally try to steal, or trick, away from other societies they live near. Gruppos spend most of their days (and nights) involved in wild parties filled with various pleasurable excesses.

Male Names: Pan, Puck, Lyre, Trube

Female Names: Piper, Sauna, Luffa, Volup



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