Empyreal Lord, Cernunnos

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This is my attempt to make a viable satyr race that wasn't just a bard centric build.

this will allow the satyr to be proficient with nature themed classes as well as bards.

Satyr: Home brew

Ability Score Increase: Dexterity +2
Age: 100-750 years old
Alignment: chaotic neutral or good
Size: Medium
Speed: 30 feet (35 feet @ 3rd Level & 40 feet @ 5th level)
Darkvision: 60 feet
Fey Ancestry: as elf (replace with Magic Resistance @ 7th Level)
Languages: speak read write Sylvan & common
Ram: melee weapon attack 2d4 bludgeoning

Subrace: Pan:
Ability Score Increase: Constitution 1
Mask of the Wild: attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena
Sneaky: proficiency in stealth

Subrace, Faun:
Ability Score Increase: Charisma 1
Pan Pipes: page 267 MM
Revelry: proficiency in perform

thanks for looking =)


This is my attempt to make a viable satyr race that wasn't just a bard centric build.

this will allow the satyr to be proficient with nature themed classes as well as bards.

Satyr: Home brew

Ability Score Increase: Dexterity +2
Age: 100-750 years old
Alignment: chaotic neutral or good
Size: Medium
Speed: 30 feet (35 feet @ 3rd Level & 40 feet @ 5th level)
Darkvision: 60 feet
Fey Ancestry: as elf (replace with Magic Resistance @ 7th Level)
Languages: speak read write Sylvan & common
Ram: melee weapon attack 2d4 bludgeoning

Subrace: Pan:
Ability Score Increase: Constitution 1
Mask of the Wild: attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena
Sneaky: proficiency in stealth

Subrace, Faun:
Ability Score Increase: Charisma 1
Pan Pipes: page 267 MM
Revelry: proficiency in perform

thanks for looking =)


(english is not my first language, please excuse the mis spellings and grammatical errors.)

I've been playing D&D since second edition 1994, and when 3.0 came out, it was good.

but since 2000 till present time, i kind of feel like i'm out of the loop.
in our gaming group, we have experienced nearly none of the issues commonly presented in both the D&D and Pathfinder forums. Namely overpowered classes, feats and balance issues,

one thing our group does that is different from most others is we conduct a strict point array system all the classes.
i have discalcula, so i needed a fast and easy system to look at a character sheet when i DMed and at a glance either confirm or deny an action. and point array stuck from that.

the break down is the common one used in the 3.0/3.5 dmg. every class got:
15, 14, 13, 12, 10, 8
with the exception of rogues, monks, and bards. They get:
16, 14, 13, 12, 11, 10

players were allowed to place said abilities as they saw fit.
It gave far more importance to race, age, and ability mod bonuses earned through levels.

my question is this, has anyone else opted for point array? and if so was it favorable to your game?


i have always had my heart set on making a combat focused satyr.

the closest i ever got was in 3.5:
satyr 7 ecl, bard 3, war chanter 10 (complete warrior)
the biggest problem was attaining a respectable bab.
at best i considered a full swashbuckler but still leaves me only with 15 bab; 2 from fey ecl, and 13 bab from class levels

any advice for an "advanced race" build satyr/faun with a swashbuckler styled class? (i prefer a two weapon fighting with falcata/kurki)


i remember reading that monks most certainly come from other lands rather then ustalav in the players guide to carrion crown, then i saw an entry in rule of fear regarding monks in the pharasmin penitence. are they talking about pc class monks? and if not, how bad would it upset theme or the game if it was tweaked to allow for pc class monks to come from that order?


I have a confession. I do not, and have not played dnd the same way that most people think of when others mention dnd.
In our group, we use a type of ‘ speed play ‘ system our friends have house ruled that has allowed us infinite ability during the course of the game. This system was initiated out of necessity. Not enough players being the single most obvious reason. But in this style of play we came across several discoveries that made the game so different and fun that it changed the way we will play the game.

Our speed play sessions start by the number of players. Usually 2-3 (dm included).
Players come up with a party theme. Basically as a player you take control of 2-4 characters as needed. Just before play the players or player will decide on what theme to play as they discuss what kind of game is to be done with the dm.

A few house rules simply are done by assumption, such as for rogues would be that:
Rogues are constantly sneaking, searching ,spotting, and listening and trying to flank whenever possible so checks would be rolled by the dm with that mind sake. Common sense rules the day and some things need not be mentioned to accomplish. This also did away with balance issues as per you used the characters as you needed thus everybody had their task to complete. Wizards druids and the like turned to resources.
This lead to was a shift in the play where the characters were streamlined in what they had to do to accomplish the goals of the campaign. Now that the party acted as one, loot became a proper resource. Most of it when to expand the mages spell books and crafting of items, which in turn enriched the party. Magic items found didn’t go to less then optimized characters but exactly to the person who would most benefit. If no mages in the game then the loot was better used to fix up fighters with the best armor, clerics with what was needed to augment their heals and buffs and so forth.

Evil parties could now be played as efficiently as a good party because no one who conspired against another unless driven by story. As could leadership, and other seemingly broken and impossible things work in our games.

Themed parties fixed unity in characters from a role-play perspective. Gone were the days of a human fighter, a cleric aasimar of pacifism, a bard, and a ogre black guard who eats babies every night made by a certain player to “make it interesting”
Now players were more apt to make a unifying theme to the party that explained why they were involved.
Examples could be racially themed, deity themed, nature themed, urban themed. And so forth.

We also took to using the experience point skeleton of adventures to make our own. So we could finish an adventure, redo it with another themed party, then again when switching with the dm. it became less of learning new traps and much more role-play intensive. And allowed us to reach in and think what would the characters do if something like a trap, a big bad end guy, or other npc’s would do and interact with.
Then take the same adventure , do away with the maps and fluff, and use the experience points as a rough guide to make our own adventures.The 3.0 arshardalon game from our party was done no less then 20 times, each with a differently themed party, and even under different incarnations. Soon we played our ad hoc planescape and ravenloft adventures using the ecl and cr in the game.

There is a lot more to this but I was excited to share to see if anyone else