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All satyrs are hedonistic, naturalistic, and passionate. Satyrs seek to experience all that life has to offer by engaging in licentious revelries and reaching new levels of inebriation. Some satyrs are more actively wild and ecstatic, while others are more subtly wild and lead a laid back transcendental existence. The hedonistic tendencies of Satyrs are tempered by their desire to live naturally. Satyrs seek not to live in opulence, nor flaunt any wealth: they would rather live a simple, rustic life and enjoy the natural world untarnished. Lastly, the best known quality of satyrs is their passions, which can encompass not only lovemaking and song, but also a desire to help their friends and family as well. Satyrs are often satirical, but rarely rude. They prefer to play rather than fight, but when truly angered they can become as terrifying as a storm. An emotional fire burns within most satyrs that gives them a thirst for life’s experiences, but can also rage forth on occasion.

Satyr Base Racial Traits
  • +2 Dexterity, +2 Charisma. Satyrs are alluring and agile. 
  • Medium Size
  • Base land speed is 40 feet.
  • Lowlight Vision: Satyrs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. 
  • Racial Skills: Bluff, Stealth, Knowledge (nature), Perception, Perform
  • Racial Bonus: +4 Bonus to Stealth, Perception, Perform
  • Gore: A satyr can make a gore attack against an opponent for 1d6 points of damage as a standard action or as an extra attack during its full round action. A satyr gets a +2 bonus when using this natural attack. 
  • HD d8

Lustful Distractions: Satyrs are very susceptible to distraction, especially from attractive members of the opposite sex (those with a Charisma of 15 or better) or from wine or other intoxicants when nearby. Satyrs receive a -4 penalty to all rolls (except those rolls of a romantic or hedonistic nature), when they view or know such distractions are within 30 feet of them. 

Favored Class: Bard. The charming and free-living life of a bard fits well with the satyr persona, with bard rogues, bard barbarians, bard druids, bard sorcerers, and bard clerics being the most common combinations.

Satyr Racial Levels

 Level     BAB Fort Reflex Will Abilities
 1st  +0 +0 +2 +2 Bonus feat, +2 Natural armor, DR/ 3 Cold Iron,  +2 Constitution, +2 Wisdom
 2nd +1 +0 +3 +3 +2 Natural Armor, Bonus Feat, DR/ 2 Cold Iron, +2 Intelligence
 3rd +1 +1 +3 +3 Pipes

Bonus Feats: A satyr can pick 2 of the 4 following feats as bonus feats: Alertness, Dodge, Nimble Moves and Mobility.

Pipes (Su): A Satyrs favored instrument are pan pipes. Satyrs can play a variety of magical tunes on their pan pipes. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a DC Will save (10 + HD + cha mod) or be affected by charm person, sleep, or fear (caster level 1/2 HD of player). In the hands of other beings, a satyr's 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 for 24 hours.

Physical Description: Satyrs have a human like upper body with goat horns, legs, and hooves. Males always have horns, they tend to be hirsute, and they usually have furry legs and hooves, too. Females are voluptuously buxom and also have horns, but only around 30% have furry legs and hooves. Having horns allows satyrs to make a gore attack and they can be anywhere from jet black to bone white in color, either pointing straight up or being curved back. Satyr heads also have a characteristic triangular shape, which is created by their pronounced and wide upper foreheads and narrow jaws. Satyr statures and weights are similar to humans.  Their skin colors range from ruddy to tan to pale in hue. Satyr hair can be anywhere from black to reddish brown to chestnut brown, though some individuals are even blonde. Eye color runs the gamut as well, though hazel is the most common. Satyrs typically have deeper pitched voices. They avoid wearing clothes whenever possible and only wear loose fitting garments that are easily removed. What little gear they carry is often portable and serves multiple purposes.

Relations: Satyrs generally get along well with other player races. Specifically, they find elves and half elves to be graceful, yet prude and dwarves to be good drinkers, but dour. Satyrs like the halfling easy life, but not its materialism and gnomish animal husbandry, but not their interest in invention. They give humans the benefit of the doubt, but never do so for half orcs. Male satyrs especially like dryads and nymphs, sometimes even preferring them to members of their own race. This has lead to some confusion that satyrs, nymphs, and dryads are all of the same fey race, but this is not the case. Strangely, satyrs are able to soothe the brutal nature of minotaurs and can befriend them, but dislike the goodly race of centaurs for some innate reason.

Allegiance Loving the wild causes satyrs to enjoy freedom. They also would be Fey, their court. 

Satyr Lands: Though satyrs are a sylvan race, they are also partial to coastal and mountainous areas, as well. They usually live in tribes which consist of extended families and friends, which are headed by a tribal king and queen. Polygamy and open relationships are common, which leads to a great deal of tribal intrigue. Satyrs enjoy living off the land as hunters and farmers. They make exceptional wines and musical instruments, as well. Satyrs are hospitable to humans, demihumans, and fey that visit and only play pranks on those who snub their nose at the satyr way of life. Satyrs will attack orcs, goblinoids, and other evil peoples with ambushes and other hit-and-run attacks. Satyrs traveling abroad can usually be found at taverns, gardens, or brothels, partaking of the local flavor. NPC satyrs usually have at least one or two levels in warrior or bard.

Language: Satyrs speak and write in Common and Sylvan.

Names: Names are an informal affair for satyrs. Male names usually have an ‘r’ sound, while female names reflect the beauty of nature.

Male Names: Artgarn, Dertaen, Eyator, Garfen, Jexir, Maligorn, Panern, Rarn, Stevar, Tarm.

Female Names: Allbride, Fullbosom, Goldenleaf, Honeywell, Moonstraddle, Seasway, Youngerstar.

Adventures: Satyrs see adventures as ways to meet new people and to have new experiences. As such, they will readily join up with traveling parties. Though they can become distracted by their lusts, the satyr’s natural abilities can prove invaluable to any adventuring group. Most satyrs have at least some levels in bard, but they also make excellent rogues, barbarians, druids, sorcerers, and clerics. Satyr bard clerics are especially fond of playing pipes while casting their domain spells, which explains why some satyrs use ‘magic’ pipes and others don’t.