If I MIght Make A Request...


Pathfinder First Edition General Discussion

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...I would like a playable faun race. I have enjoyed playing a saytr in Uresia Grave of Heaven and would like to play a similar character here. However, the saytr in the bestiary is not designed to be used as a PC. So if I might, I would like to ask that we get a race of "lesser saytr" that are on par with the races in the Core Rulebook. Maybe a race of freewilled undead that is a +0 LA as well. Thank you.


In case you wouldn't know about it, there is a Faun entry in Deities & Demigods.

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That is a book that I don't have. Also, isn't tht 3.0? Has it been updated for Pathfinder?

Paizo Employee Chief Creative Officer, Publisher

Having just finished Henry Kuttner's excellent "man goes through time to become Jason of the Argonauts fame" novel THE MASK OF CIRCE, I too find myself wanting a playable satyr race. That book has a delightful satyr character.

I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.


I would love you forever if you can come up with a good PC-race Centaur variant.


Erik Mona wrote:

Having just finished Henry Kuttner's excellent "man goes through time to become Jason of the Argonauts fame" novel THE MASK OF CIRCE, I too find myself wanting a playable satyr race. That book has a delightful satyr character.

I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.

I'd love to see material providing a little crunch for the classic greek mythos. It would be a new kind of story to tell for the pathfinder system that I think my group would enjoy.


David Fryer wrote:
That is a book that I don't have. Also, isn't tht 3.0? Has it been updated for Pathfinder?

Yes, it's 3.0.

To my knowledge it has not been updated to 3.5, nor to Pathfinder.
By the way, although nice to be introduced as a different creature from the satyr, the Deities & Demigods Faun has weird stats, such as a penalty to wisdom and charisma.
This has to be corrected in my opinion, a thing i did a long time ago while adapting the race to my homebrew world.


Zurai wrote:
I would love you forever if you can come up with a good PC-race Centaur variant.

There are two big problems with centaur races, the size thing and the whole climbing thing.

I would suggest maybe make them smaller than horses so they can be size medium. Give them the flexibility to stand on their hind legs so they could climb, etc.

Sovereign Court

Erik Mona wrote:
I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.

Wow, I would love to see that! My wife (a Narnia fan) always wanted to play a faun and I'd like to see anything done with Greek/Roman mythology.

Dark Archive

Erik Mona wrote:

Having just finished Henry Kuttner's excellent "man goes through time to become Jason of the Argonauts fame" novel THE MASK OF CIRCE, I too find myself wanting a playable satyr race. That book has a delightful satyr character.

I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.

First off, I'll have to read that book, it sounds interesting. Secondly, if you do you will have many happy fans.

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If I could make one more request it would be that Vic or somebody fix my slight spelling glitch.

Scarab Sages

Seldriss wrote:
David Fryer wrote:
That is a book that I don't have. Also, isn't tht 3.0? Has it been updated for Pathfinder?

Yes, it's 3.0.

To my knowledge it has not been updated to 3.5, nor to Pathfinder.

3.5 Update Booklet; doesn't mention the faun, though. Shouldn't be hard to convert, using the booklet's guidelines.

Would still love to see Erik's version, though...


Dennis da Ogre wrote:
Zurai wrote:
I would love you forever if you can come up with a good PC-race Centaur variant.

There are two big problems with centaur races, the size thing and the whole climbing thing.

I would suggest maybe make them smaller than horses so they can be size medium. Give them the flexibility to stand on their hind legs so they could climb, etc.

Yep, those are the problems that have to be overcome. Although, to be honest, I think just making them Medium would be enough. I can visualize a centaur using a rope to brace himself as he "walks" up a wall, and you can always just tie the rope into a harness to lower him down/raise him up a pit.


Zurai wrote:
Dennis da Ogre wrote:
Zurai wrote:
I would love you forever if you can come up with a good PC-race Centaur variant.

There are two big problems with centaur races, the size thing and the whole climbing thing.

I would suggest maybe make them smaller than horses so they can be size medium. Give them the flexibility to stand on their hind legs so they could climb, etc.

Yep, those are the problems that have to be overcome. Although, to be honest, I think just making them Medium would be enough. I can visualize a centaur using a rope to brace himself as he "walks" up a wall, and you can always just tie the rope into a harness to lower him down/raise him up a pit.

What about making centaurs have a climbing ability similar to goats? Just an idea and I know it is moot when it comes to ropes, but goats are great climbers with incredible balance. I think I may have to tinker with this in my own game... thanks.

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Kakarasa wrote:
Zurai wrote:
Dennis da Ogre wrote:
Zurai wrote:
I would love you forever if you can come up with a good PC-race Centaur variant.

There are two big problems with centaur races, the size thing and the whole climbing thing.

I would suggest maybe make them smaller than horses so they can be size medium. Give them the flexibility to stand on their hind legs so they could climb, etc.

Yep, those are the problems that have to be overcome. Although, to be honest, I think just making them Medium would be enough. I can visualize a centaur using a rope to brace himself as he "walks" up a wall, and you can always just tie the rope into a harness to lower him down/raise him up a pit.
What about making centaurs have a climbing ability similar to goats? Just an idea and I know it is moot when it comes to ropes, but goats are great climbers with incredible balance. I think I may have to tinker with this in my own game... thanks.

This was called the Gnoat in 2E.


David Fryer wrote:
This was called the Gnoat in 2E.

True, i remember these.

This series of "non-human" centaurs were cute :)

Edit : I just looked for them in my stuff, they are in The Monster Compendium Annual II, in Centaur-Kin : Dorvesh (dwarf/donkey), Gnoat (gnome/goat), Ha'Pony (halfling/pony) and Zebranaur (human/zebra). Good stuff.

The Exchange

Playable races along the lines of classical Greece Myth. A Faun, Dryad and or Centaur that do not require level hits. Maybe even a way to Play a Demigod as well. Hercules was PC after all :)


Zurai wrote:
I would love you forever if you can come up with a good PC-race Centaur variant.

Just an idea...

*Light Centaurs*

+2 Strength, +2 Wisdom, –2 Intellegence: Centaurs are both mighty and cunning, but also a bit primal.

Medium: Centaurs are Medium creatures and have no bonuses or penalties due to their size.

Equine Steadiness: Centaurs have a base speed of 30 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Centaurs can see in the dark up to 60 feet.

Sure-Footed: Centaurs receive a +2 racial bonus on Acrobatics and Climb skill checks.

Born to Run: Centaurs receive Run as a bonus feat at 1st level.

Charger Breed: Centaurs deal double damage when charging with a lance and may wield a lance with one hand as if mounted.

Keen Senses: Centaurs receive a +2 racial bonus on Perception skill checks.

Hooves: Centaurs may make attacks with their hooves as a natural attack, but are considered unarmed and deal 1d4 each.

Weapon Familiarity: Centaurs are proficient with lances and javalins and treat any weapon with the word “centuar”
in its name as a martial weapon.

Languages: Centaurs begin play speaking Common and Sylvan. Centaurs with high Intelligence scores can
choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.


David Fryer wrote:
...I would like a playable faun race. I have enjoyed playing a saytr in Uresia Grave of Heaven and would like to play a similar character here. However, the saytr in the bestiary is not designed to be used as a PC. So if I might, I would like to ask that we get a race of "lesser saytr" that are on par with the races in the Core Rulebook. Maybe a race of freewilled undead that is a +0 LA as well. Thank you.

Just an idea for the lesser saytr, the satyrkin....

*Satyrkin*

+2 Dexterity, +2 Charisma, –2 Intellegence: Satyr Kins are both graceful and alluring, but also a bit primal.

Low-Light Vision: Satyr Kins can see twice as far as humans in conditions of dim light. See Chapter 7.

Enchantment Resistance: Satyrkin get a +2 racial saving throw bonus against enchantment spells or effects.

Keen Senses: Satyrkin receive a +2 racial bonus on Perception skill checks.

Charming: Satyrkin receive a +2 racial bonus on Diplomacy skill checks.

Muses: Satyrkin receive a +2 racial bonus on a Performance skill of their choice.

Satyr Magic: Satyrkin add +1 to the DC of any saving throws against enchantment spells that they cast. Satyrkins with a
Charisma of 11 or higher also gain the following spell-like abilities: 1/day—charm person, dancing lights, ghost sound,
and sleep. The caster level for these effects is equal to the satyrkin’s level. The DC for these spells is equal to
10 + the spell’s level + the satyrkin’s Charisma modifier.

Horns: Satyrkin may make attacks with their horns as a natural attack dealing 1d4 and such attacks are considered armed.

Weapon Familiarity: Satyrkin are proficient with daggers, kukris, and shortbows (including composite shortbows), and treat any weapon with the word “fey” in its name as a martial weapon.

Languages: Satyrkin begin play speaking Common and Sylvan. satyrkin with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.


Erik Mona wrote:

Having just finished Henry Kuttner's excellent "man goes through time to become Jason of the Argonauts fame" novel THE MASK OF CIRCE, I too find myself wanting a playable satyr race. That book has a delightful satyr character.

I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.

I like this thinking.

Dark Archive

Kakarasa wrote:
David Fryer wrote:
...I would like a playable faun race. I have enjoyed playing a saytr in Uresia Grave of Heaven and would like to play a similar character here. However, the saytr in the bestiary is not designed to be used as a PC. So if I might, I would like to ask that we get a race of "lesser saytr" that are on par with the races in the Core Rulebook. Maybe a race of freewilled undead that is a +0 LA as well. Thank you.

Just an idea for the lesser saytr, the satyrkin....

*Satyrkin*

+2 Dexterity, +2 Charisma, –2 Intellegence: Satyr Kins are both graceful and alluring, but also a bit primal.

Low-Light Vision: Satyr Kins can see twice as far as humans in conditions of dim light. See Chapter 7.

Enchantment Resistance: Satyrkin get a +2 racial saving throw bonus against enchantment spells or effects.

Keen Senses: Satyrkin receive a +2 racial bonus on Perception skill checks.

Charming: Satyrkin receive a +2 racial bonus on Diplomacy skill checks.

Muses: Satyrkin receive a +2 racial bonus on a Performance skill of their choice.

Satyr Magic: Satyrkin add +1 to the DC of any saving throws against enchantment spells that they cast. Satyrkins with a
Charisma of 11 or higher also gain the following spell-like abilities: 1/day—charm person, dancing lights, ghost sound,
and sleep. The caster level for these effects is equal to the satyrkin’s level. The DC for these spells is equal to
10 + the spell’s level + the satyrkin’s Charisma modifier.

Horns: Satyrkin may make attacks with their horns as a natural attack dealing 1d4 and such attacks are considered armed.

Weapon Familiarity: Satyrkin are proficient with daggers, kukris, and shortbows (including composite shortbows), and treat any weapon with the word “fey” in its name as a martial weapon.

Languages: Satyrkin begin play speaking Common and Sylvan. satyrkin with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.

I like this, I like it a lot.


I've been hoping for playable monster races for some time, and I'm thrilled to hear that Erik Mona talk about the idea...

...but I also agree that size is a big problem with the cyclops and centaur. I liked the idea of PC bauriars for that reason, and while bauriars are obviously the property of WotC, I'm glad to see talk of "light centaurs" and "satyrkin." I like the idea playing a PC with spell-like abilities... but the satyrkin's abilities seem powerful enough to warrant a level adjustment. Don't you think, Kakarasa?


Aaron Bitman wrote:

I've been hoping for playable monster races for some time, and I'm thrilled to hear that Erik Mona talk about the idea...

...but I also agree that size is a big problem with the cyclops and centaur. I liked the idea of PC bauriars for that reason, and while bauriars are obviously the property of WotC, I'm glad to see talk of "light centaurs" and "satyrkin." I like the idea playing a PC with spell-like abilities... but the satyrkin's abilities seem powerful enough to warrant a level adjustment. Don't you think, Kakarasa?

Actually, yes and no... I took all the abilitiesfrom the other races in the CRB with the only exceptions being that Charm Person and Sleep are 1st level spells, and the horns are a natural weapon, but doing as much damage as a dagger. If you added back some of the other spell-like abilities I'd say yes, but the satyrkin is a modified gnome.

I guess it's up to the GM, but if you +1 level this, then maybe the -2 Int should drop. What do you think Aaron?

David - Thanks, I was happy to help! If I wasn't busy developing an ultimate character sheet right now, I'd probably develop it out into a playtestable pdf. Maybe later... As far as a free willed undead, perhaps limiting overwhelming abilities and weakness vs other classes? Cold immunity, mindlessness, pwned by holy attacks... etc.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Relics and Rituals: Olympus has a faun race in it.


Kakarasa wrote:
Aaron Bitman wrote:

I've been hoping for playable monster races for some time, and I'm thrilled to hear that Erik Mona talk about the idea...

...but I also agree that size is a big problem with the cyclops and centaur. I liked the idea of PC bauriars for that reason, and while bauriars are obviously the property of WotC, I'm glad to see talk of "light centaurs" and "satyrkin." I like the idea playing a PC with spell-like abilities... but the satyrkin's abilities seem powerful enough to warrant a level adjustment. Don't you think, Kakarasa?

Actually, yes and no... I took all the abilitiesfrom the other races in the CRB with the only exceptions being that Charm Person and Sleep are 1st level spells, and the horns are a natural weapon, but doing as much damage as a dagger. If you added back some of the other spell-like abilities I'd say yes, but the satyrkin is a modified gnome.

I guess it's up to the GM, but if you +1 level this, then maybe the -2 Int should drop. What do you think Aaron?

I'm almost sorry I posted. Almost. I consider myself a bad judge of balance, but I still felt pretty sure that Charm Person and Sleep abilities could be pretty darn powerful, especially for low-level characters. But are they powerful enough to warrant a level adjustment? I was so sure of it on Tuesday, but now, I'd like to know what others think. David Fryer seemed to imply that your satyrkin was fine as you wrote it. Do others agree?

I hope people will answer this. I'll be watching this thread with great interest.


Erik Mona wrote:
I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point.

do it! definately do it


Aaron Bitman wrote:
Kakarasa wrote:
Aaron Bitman wrote:

I've been hoping for playable monster races for some time, and I'm thrilled to hear that Erik Mona talk about the idea...

...but I also agree that size is a big problem with the cyclops and centaur. I liked the idea of PC bauriars for that reason, and while bauriars are obviously the property of WotC, I'm glad to see talk of "light centaurs" and "satyrkin." I like the idea playing a PC with spell-like abilities... but the satyrkin's abilities seem powerful enough to warrant a level adjustment. Don't you think, Kakarasa?

Actually, yes and no... I took all the abilitiesfrom the other races in the CRB with the only exceptions being that Charm Person and Sleep are 1st level spells, and the horns are a natural weapon, but doing as much damage as a dagger. If you added back some of the other spell-like abilities I'd say yes, but the satyrkin is a modified gnome.

I guess it's up to the GM, but if you +1 level this, then maybe the -2 Int should drop. What do you think Aaron?

I'm almost sorry I posted. Almost. I consider myself a bad judge of balance, but I still felt pretty sure that Charm Person and Sleep abilities could be pretty darn powerful, especially for low-level characters. But are they powerful enough to warrant a level adjustment? I was so sure of it on Tuesday, but now, I'd like to know what others think. David Fryer seemed to imply that your satyrkin was fine as you wrote it. Do others agree?

I hope people will answer this. I'll be watching this thread with great interest.

Sleep could be nerfed to lullaby, but it's a big nerf considering lullaby is considerable less powerful. Sleep only works for the first 4 HD, then it's pretty much useless, and even then, they'd have to be invested in charisma to even make the save worthy in combat. Charm person is the one thing I'd have to make a stand on, only because it doesn't have a HD cap, but is limited by the lower save DC of first level spells. On the other hand, the loss of one level (especially to a spellcaster) in exchange for the two little first level spells. I'm not disagreeing there might be a balance issue.

Perhaps limit the charm person to working while around in contact with the Satyrkin. Maybe also limit the sleep to one creature. This was honestly whipped up in a matter of minutes, but I really liked it when it was done. What do you think?


Erik Mona wrote:

Having just finished Henry Kuttner's excellent "man goes through time to become Jason of the Argonauts fame" novel THE MASK OF CIRCE, I too find myself wanting a playable satyr race. That book has a delightful satyr character.

I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.

Excellent. I use a variant centaur as a PC race and I'd love to see this.


Kakarasa wrote:

Sleep could be nerfed to lullaby, but it's a big nerf considering lullaby is considerable less powerful. Sleep only works for the first 4 HD, then it's pretty much useless, and even then, they'd have to be invested in charisma to even make the save worthy in combat. Charm person is the one thing I'd have to make a stand on, only because it doesn't have a HD cap, but is limited by the lower save DC of first level spells. On the other hand, the loss of one level (especially to a spellcaster) in exchange for the two little first level spells. I'm not disagreeing there might be a balance issue.

Perhaps limit the charm person to working while around in contact with the Satyrkin. Maybe also limit the sleep to one creature. This was honestly whipped up in a matter of minutes, but I really liked it when it was done. What do you think?

I think that all of your points are good ones, and I wish I could come up with an intelligent response.

I wonder if the Race Creation Cookbook is any good for this purpose? I wouldn't get it any time soon, because I'm still too busy reading Golarion books. But if it gets good reviews, I'll tack in onto the end of my long, long, wish list. Maybe when I get it, I could come up with good race ideas, and be better able to respond in threads like this one.


Kakarasa wrote:


*Satyrkin*

<respectfully snipped>

I like this. My take on Fauns would be:

Fauns are strictly female and would be -2 Wis, +2 Dex, +2 Char. Favoured class Bard.

Enchantment Resistance: Fauns get a +2 racial saving throw bonus against enchantment spells or effects.

Weapon Familiarity: Fauns are proficient with daggers, scimitar, and light crossbows, and treat any weapon with the word “fey” in its name as a martial weapon.

Armor: Fauns do not receive proficiency with any armor.

Skills: Fauns begin play with one rank of perform in a chosen type. That type is always a class skill.

Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.

(From the D20 SRD) Fey Traits:

A fey possesses the following traits (unless otherwise noted in a creature’s entry).

* Low-light vision.
* Proficient with all simple weapons and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
* Fey eat, sleep, and breathe.

On top of this I'd give them:

Pass among men: A faun is able to transform her goat like features, other than her horns, into the limbs and body of a human woman. This is a supernatural ability. Dispel magic suppresses this ability as does travel in fey realms. It is an insult to other fey to hide her real appearance.
Fauns revert to their natural form at death.

Nimble Moves: A faun receives this as a bonus feat. A faun may ignore 5' of difficult terrain.

Spellcasting: Fauns that cast enchantment spells do so with one bonus caster level. This ability stacks with any other class ability bonus to enchantment spells. Fauns with a charisma over 13 may cast "Lullaby" and "Ghost Sound" once per day as a bard of their character level. If they take levels in bard they receive these as bonus cantrips and may cast them at will.

Sigurd


Aaron Bitman wrote:

I think that all of your points are good ones, and I wish I could come up with an intelligent response.

I wonder if the Race Creation Cookbook is any good for this purpose? I wouldn't get it any time soon, because I'm still too busy reading Golarion books. But if it gets good reviews, I'll tack in onto the end of my long, long, wish list. Maybe when I get it, I could come up with good race ideas, and be better able to respond in threads like this one.

I'm actually a fan of a lot of stuff LPJ Design puts out, and that is one of the reasons when I formed Wicked K Games I came to them for a partner in development. I plan on picking the Race Creation Cookbook after the holidays pass. I just got Debatable Actions, and I've adapted it for my pathfinder game. It REALLY helps expand upon charisma character like bards, paladins, and sorcerers role in storytelling. It's inexpensive enough that even if you end up disliking it, it's not a huge loss. I also got Verbal Diplomacy, but it's more d20 Modern than DA is.


Sigurd wrote:
Kakarasa wrote:


*Satyrkin*

<respectfully snipped>

I like this. My take on Fauns would be:

Fauns are strictly female and would be -2 Wis, +2 Dex, +2 Char. Favoured class Bard.

Enchantment Resistance: Fauns get a +2 racial saving throw bonus against enchantment spells or effects.

Weapon Familiarity: Fauns are proficient with daggers, scimitar, and light crossbows, and treat any weapon with the word “fey” in its name as a martial weapon.

Armor: Fauns do not receive proficiency with any armor.

Skills: Fauns begin play with one rank of perform in a chosen type. That type is always a class skill.

Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.

(From the D20 SRD) Fey Traits:

A fey possesses the following traits (unless otherwise noted in a creature’s entry).

* Low-light vision.
* Proficient with all simple weapons and any weapons mentioned in its entry.
* Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
* Fey eat, sleep, and breathe.

On top of this I'd give them:

Pass among men: A faun is able to transform her goat like features, other than her horns, into the limbs and body of a human woman. This is a supernatural ability. Dispel magic suppresses this ability as does travel in fey realms. It is an insult to other fey to hide her real appearance.
Fauns revert to their natural form at death.

Nimble Moves: A faun receives this as a bonus feat. A faun may ignore 5' of difficult terrain.

Spellcasting: Fauns that cast enchantment spells do so with one bonus caster level. This ability stacks with any other class ability bonus to enchantment spells. Fauns with a charisma over 13 may cast...

I think Pass Among Men is great, but perhaps they'd get Alter Self at will, but limit it to a specific single human form and look. Unlike other Alter Self uses, this is to give them a single human look, and keep the ability from being overpowered.

To balance nimble moves, do you think giving them the ability to move through difficult terrain in wilderness or natural setting would be more balanced?

I like where you're going with this, but in order to balance this, I've tried to keep this as close to the core races as possible. More DMs will except it if it is closer to the core races, yet provides a different playing style from that already offered.

I think that scimitar use vs kukri may be more appropriate possibly as martial weapons are something they would be less likely to use as they are supposed to be more "wild" as a race in general. By that same token...

Respectfully, the only things I have to disagree with (personally) is the crossbows (more technology for a more primal races), even though it falls more into simple weapons, as mentioned earlier. Also, favored classes. It's something that as a mechanic I noticed paizo moved away from (and I'm actually glad they did). By directly favoring a class, it redueces the usefulness of the race. The gnomes have the ability for their spells, but the elves do not. I think spells as a racial ability are good, and in my games races that can cast a spell as a racial ability also know these spells or can enter them into their spellbook with a spellcraft check of 10 + spell level, only rolled once per level up and once at first level. forcing the GM to accept they know it may put off some very strict GMs.

I'd like to know what you think of this, thanks...

EDIT: One more thing, do you agree with limiting fey abilities for +0 LA is right? I think having certain racial abilities bring + to CR, so I'd limit it unless players were willing to take racial levels for the +LA especially if they had DR 5/Cold Iron or such... you agree?


The thing about Fauns is that in mythology they are constantly being ravaged by Satyrs and\or enticing men.
As a female only race they need men to procreate but they definitely traditionally don't include them in their culture.

Pass Among Men is a hugely nerfed alter self. Its really only a magical disguise. I'm not aware of fauns having shape changing abilities beyond being attractive women. Even PAM is a compromise for game logic.

I'm cool with the short bows if that's your take. I switched in crossbows because fauns have notoriously low strength. Also small crossbows seem like more of a bedroom weapon.

I like scimitars more than kukris. They have more romance to me and I thought they made a nice exception to the otherwise wimpy weapons.

I view favoured class as a suggestion now. I still think its nice direction to have an idea of what the race is good at.

I placed the list of fey traits in the race. I don't think they get anything more than that. No DR anything - though they are a different type in terms of spell limitation.

I am aiming for roughly .3 LA, in the old system. I'd remove the casting level bonus if that was overpowered. To me, that's their biggest power. I'd like to see them in play as they are though.

S

The Exchange

Mairkurion {tm} wrote:
Erik Mona wrote:

Having just finished Henry Kuttner's excellent "man goes through time to become Jason of the Argonauts fame" novel THE MASK OF CIRCE, I too find myself wanting a playable satyr race. That book has a delightful satyr character.

I have half a mind to write up such a thing when I get back from my vacation. I'd love to tackle the cyclops, satyr, and centaur as sort of a "PC races of central Casmaron" article at some point. Been thinking a lot about classical Greece lately.

I like this thinking.

+1. As a Classics grad student, I would love to see more Classical Greece related flavor. Really liking the oracle right now for that reason.


Sigurd wrote:

The thing about Fauns is that in mythology they are constantly being ravaged by Satyrs and\or enticing men.

As a female only race they need men to procreate but they definitely traditionally don't include them in their culture.

Pass Among Men is a hugely nerfed alter self. Its really only a magical disguise. I'm not aware of fauns having shape changing abilities beyond being attractive women. Even PAM is a compromise for game logic.

I'm cool with the short bows if that's your take. I switched in crossbows because fauns have notoriously low strength. Also small crossbows seem like more of a bedroom weapon.

I like scimitars more than kukris. They have more romance to me and I thought they made a nice exception to the otherwise wimpy weapons.

I view favoured class as a suggestion now. I still think its nice direction to have an idea of what the race is good at.

I placed the list of fey traits in the race. I don't think they get anything more than that. No DR anything - though they are a different type in terms of spell limitation.

I am aiming for roughly .3 LA, in the old system. I'd remove the casting level bonus if that was overpowered. To me, that's their biggest power. I'd like to see them in play as they are though.

S

*SCREAMS! I had such a good reply,and it got nerfed when I hit preview! GRRRRR!!!!*

To summarize what I had said and I apologies for shortening it, but I'm trying to recap before I forget something:

  • A female only race may put off players as a core class.

  • I agree with the scimitar and think also the weapon list needs to change. Perhaps forget the crossbow and bows and go for throwing axes? I know that they traditionally have low STR, but elves were traditionally weaker in some fiction too. The axe seems more likely as having a non-combat use in the woods and give s them a second throwable weapon proficiency.

  • Pass Among Men - I TOTALLY thought you meant men as a race instead of men as a sex (males). Yet again, I have to say as a mechanic for a single sex targeting ability, even the Nymph is no longer sex specific. However, I agree about Alter Self, and have a better idea there... give them Disguise Self at will, and have a second ability allowing them to use it to appear human. It keeps away the difficulty of having a race with higher charisma that is treated possibly inferiorly for being different, yet allows druids to still recognize them.

So this is what I prepose as an equvalent core race:

Satyrkin (male) / Faunlings (Female)

+2 Dexterity, +2 Charisma, –2 Intellegence: Satyrkin and faunlings are both graceful and alluring, but also a bit primal.

Low-Light Vision: SatyrKin and faunlings can see twice as far as humans in conditions of dim light. See Chapter 7.

Enchantment Resistance: Satyrkin and faunlings get a +2 racial saving throw bonus against enchantment spells or effects.

Capracrus (Goat Legged): Satyrkin and Faunlings with a dexterity score of 11 or higher receive the Nimble Moves as a bonus feat at 1st level.

Charming: Satyrkin receive a +2 racial bonus on Diplomacy skill checks.

Muses: Satyrkin receive a +2 racial bonus on a Performance skill of their choice.

Satyr Magic: Satyrkin and faunlings add +1 to the DC of any saving throws against enchantment spells that they cast. Satyrkins and faunlings with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—charm person, dancing lights, ghost sound, and sleep. Satyrkin and faunlings also gain the following supernatural ability: disguise self at will. These caster level for these effects is equal to the satyrkin or faunling's level. The DC for these spells is equal to 10 + the spell’s level + the satyrkin oe faunlings’s Charisma modifier.

Pass Amongst Men: Satyrkin and faunlings may use their disguise self ability to appear as a human, but do so at -2 less then the bonus regularly granted by the spell.

Horns: Satyrkin and faunlings may make attacks with their horns as a natural attack dealing 1d4 and such attacks are considered armed.

Weapon Familiarity: Satyrkin and faunlings are proficient with daggers, scimitars, and throwing axes, and treat any weapon with the word “fey” in its name as a martial weapon.

Languages: Satyrkin and faunlings begin play speaking Common and Sylvan. satyrkin or faunlings with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.

What do you all think?

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