
HappyDaze |
I've decided to try and use the playtest rules to make a playable Satyr. It's not going to get the same level of performance as the monster - it's pretty much a downgrade across the board, but it should be playable. It's an Advanced Race costing 24 RP and should be on par with the Drow Noble and Svirfneblin.
Satyr
+2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Charisma: Satyrs combine impressive personal magnetism with raw physicality but lack the patience for deep reasoning.
Fey: Satyrs are creatures of the Fey type.
Medium: Satyrs are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Satyrs have a base speed of 40 feet.
Low-Light Vision: Satyrs can see twice as far as humans in conditions of dim light.
Natural Armor: Satyrs have a +3 natural armor bonus.
Damage Resistance: Satyrs have DR 5/cold iron.
Natural Attack: Satyrs can gore with their horns as a primary natural attack for 1d6 piercing damage.
Keen Senses: Satyrs receive a +2 racial bonus to Perception.
Talented: Satyrs receive a +2 racial bonus to one Perform skill of their choice.
Elusive: Satyrs receive a +2 racial bonus to Stealth.
Fey Charm: Satyrs can use charm person as a spell-like ability 3/day. The caster level for this effect is equal to the Satyr's character level. The DC for this effect is equal to 11 + the Satyr's Charisma modifier.
Languages: Satyrs begin play speaking Common and Sylvan. Satyrs with high Intelligence can choose from the following: Draconic, Dwarven, Elven, Giant, Gnome, Goblin, and Orc.
Fey (1 RP)
Medium Size (0 RP)
Normal Speed (0 RP)
Advanced Modifiers (4 RP)
Standard Language Array (1 RP)
Fast (1 RP)
Fey Damage Resistance (3 RP)
Improved Natural Armor (1 RP)
Improved Natural Armor (1 RP)
Low-Light Vision (0 RP)
Natural Armor (2 RP)
Natural Attack (1 RP)
Skill Bonus (2 RP)
Skill Bonus (2 RP)
Skill Bonus (2 RP)
Spell-Like Ability (1 RP)
Spell-Like Ability (1 RP)
Spell-Like Ability (1 RP)