Satryn: Faun race [Archive] - Wizards Community

Post/Author/DateTimePost
Johnathan_Vagabond

04-30-08, 04:33 PM
I had previously posted a version to get help in balancing it. While I still hold that a head butt isn't that big a deal, maybe it is.

Satryn
http://www.wizards.com/dnd/images/boed_gallery/75052.jpg
Physical Description:
Satryn are the progeny of olden day elves and satyrs. This elven heritage shows in their slight bodies and impish features. Features bequethed from their satyr parents are much more apparent with their shaggy heads, cloven feet, and furry goat legs.

Within their society, much is made of a satryn's horns. There are many varieties of horn among the satryn. Some have tiny conical stubs. Others develope rounded heavy spirals. A few bear small racks of antlers, getting up to five or six inches. Many satryn (the majority) have conical horns that grow to be six or seven inches and curve backward. The rarest of satryn are the tri-horns, rare satryn sporting a stunted middle horn.

On the many islands of the archipelagio, off the coast of the Pangeos Straits, live a tribe of satryn with a single, curved, jagged horn called the alicorns.

A satryn's coloring depends largely on their environment. Those who've lived in the snowy peaks long enough have white or light-gray fur that is fine and plentiful. In the deciduous forests admist the Volenos mainland live satryn with curly brown fur. Some groups that have lived on the rocky coasts of the Ledistar and Colenus seas have dark gray fur that seems to point in all different directions. Most satryn who've lived a life of traveling will bear a deerlike fur that ranges from light tan to dark brown.

Most stand between 4 1/2 and 5 1/2 feet tall. Their eyes are either brown, green, or grey and generally fairly wide. While their fur is thickest on their heads and below their waists it grows lighter and softer on the torso and arms (they can't help it, they cuddley). Satryn feature prominent eyes and noses and very expressive faces. The average male weighs between 100 and 175 lbs while the average female weights between 125-175 lbs.

CULTURAL DESCRIPTION
On their home continent satryn live in like-minded groups of up to thirty adults and fifteen children (generally no less than ten adults and two children). These groups spend a great deal of energy individualizing themselves (as a group) from other groups, coming up with a descriptive group name, often coupled with group colors, symbols, styles, and detailed histories. Young satryn grow until adulthood at age ten before deciding whether or not to split away from their parental group and join another (nearly 95% of all young satryn leave their parental group). This is no surprise, nearly all satryn change groups at least four times in their life, most more often than that. When a satryn has a change of philosophy or ideaology they abandone their current group to find or found one that fits more within their ideals. If a family unit is split this way, the child may choose which parent they remain with.

These groups seldom come to physical conflict. Even those with stark differences in opinion never come to arms. Instead, the satryn play escalating levels of tricks and pranks on their opposed group. These pranks often lead to great discomfort for one or both groups (such as stealing the majority of their supplies) but rarely result in anything more serious (like starvation). These chains of related pranks scale from a simple 'prank battle' or 'caper' to a 'prank war' or 'lark'. Many of the greatest capers and larks are known throughout satryn lands in oral retellings which, due to satryn reverence for skilled pranks, remain startlingly accurate. Any large group keeps a log of all capers and larks it has been involved in, as well as the internal pranks of their community.

Groups are ruled, the term is used loosley, by a trio of satryn. One is respected for his breadth of knowledge and wisdom, one for his artistic brilliance and creativity, and one for his cunning and pranks. No group has less than three adult satryn (though many have exactly three).

Satryn groups are mildly territorial, not like modern humans or the elves of old with their nations and countries. A typical group has a 'Range' which they roam. This Range can run between ten or twelve square miles to thirty or fourty, depending on the size of the group and the geography of their location. Any single range is shared by a number of satryn groups who happen to be occupying a 'Spot'. Often capers or larks occur in response to differing claims of a Spot at any given time.

One much envied group of satryn (for satryn are keen to envy good group names, symbols, colors, and styles) is the Satryn Group of the Bronze Disc symbol, wearing the green and bronze cloak/sash combination is respected has having a range of wherever satryn are and can lay claim to any Spot without a satryn currently standing in it. They are the closest thing satryn have to a unifying group or council. The Satryn Group is actually a conglomeration of 70 satryn that travel with no children. These satryn travel in groups of ten and resolve conflicts and disputes that cannot be resolved with a caper or a lark. Most groups respect them as final arbiters of issues, settling things with the appropriate test or judgement (appropraite in the mind of a satryn that is). Each group is referred to by their number of the seven groups. Most reknown are the wise and the pranksters of the One of Seven, descending from there. Even to be a member of the Seven of Seven is a great honor.

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Wild-eyed Satryn have a ferocious love of combat uncommon to most satryn.

Some satryn are born much stockier and heavier than normal. Their brain seems hardwired towards agressiveness and conflict. Wild-eyed satryn are rarely happy with decisions based on capers and larks, for them the conflict ends when one side is conquered. Most wild-eyed satryn flee their groups by the age of eight (the approximate age for a satryn teenager) to roam the world in search of like minded, wild-eyed satryn. They seem to inheret more genes from their satyr ancestors than the elven ones.

THE MANY FACES OF THE SATRYN

Satryn by nature make excellent adventurers and are naturally drawn to some classes. (If you play with favored classes, the default Satryn Favored class is Bard). Here is how many Satryn manage in their respective fields.

Barbarian: Satryn generally make poor barbarians. Their society lacks both the primalism and savagery that the barbarian requires. Because satryn value their history so much, nearly all satryn can read as well. The exception to this rule are the Wild-eyed Satryn.

Bard: Satryn have a natural calling towards this class. With thier respective racial bonuses and love of subtelty and art, bard is a shoe-in.

Cleric: Most satryn are too flighty and free-willed to make subservience to a deity a prominent role in their life. They also have difficulty with their stat penalties. Druids are more prominent than clerics, despite the racial penalties.

Druid: Though not well set up for such a class, druids are more prominent than clerics. In general though, that doesn't mean much. Few satryn become either one.

Fighter: If satryn become combatants at all it is through a mix of the fighter and rogue classes, tending towards a swashbuckler style of combat. Alicorn satryn often feel drawn towards swashbuckling.

Monk: Satryn lack the general discipline to become a monk. They do value the unarmed combat abilities though, so any that become monks usually seek to harness the greatest might from their headbutt that they can.

Ranger: Patrolling their natural environment is already a habit of the satryn. Those who want a connection with the forst but find druidism and religion too stifiling jump at the chance to be a ranger (or a scout).

Rogue: Something about the sneakiness, cunning, and deception of the rogue calls out to a satryn's very soul. Building upon their natural skills as pranksters, becoming a rogue lets them surpass even the slyest of opponents.

Sorceror: Drawing on something of their elven heritage, satryn are often born with an inner magic. This usually manifests in terms of transmutation and enchantment spells.

Wizard: Because of their obsessiveness about maintaining a group history, a broad minded satryn with a long view of life might take up wizardry on a whim. They often turn their obsessive love of group history into a love of history in general.

PLAYING WELL WITH OTHERS

Satryn have an easygoing manner and natural charm that can help them get along well with any race or culture. However their natural prankishness and flighty attitude can just as easily get under another creature's skin.

Humans: Humans are hit or miss with satryn. With most human settlements, satryn are either welcomed for the liveliness and excitement they bring or shunned for the chaos and trickery that ensues. As a general rule a lawful human will dislike a satryn while a chaotic one will enjoy their presence. Neutral humans may as well flip a coin, they tend to get polarized either way.

Dwarves: Dwarves react to the presence of a satryn with suspicion and caution. That doesn't mean they automatically dislike them (they act that way about everyone!) but they never trust a satryn unless they can see him. Mountain born satryn are calmer and less flighty than their lowland counterparts and have the best chance of getting along with dwarves, especially if something needs getting outside of the mountain. More often than not though, satryn and dwarves have rocky relationships.

Orcs: Orcs, half-orcs, and like minded races look down upon the satryn. Warcraft is little needed in the satryn world and they are thusly written off as irrelevant. However, those satryn that do learn the craft of war and how to apply their trickery to it quickly earn the respect of any orcs, friend OR foe.

Gnomes: Gnomes strike up a friendship with satryn from the moment they meet. If it weren't for genes and contintents of separation, one might think gnomes and satryn had lived together in peace for centuries. However satryn wanderlust and strong desire to encourage their gnomish friends travel and push the rather sedentary gnome into an awkward discomfort-zone. If relationships are ever strained between gnomes and satryn, this is the cause.

Elves: They died long ago, so they haven't much input on satryn save that when they were alive, satryn were the result of wild misadventures, best not talked about (though often romanticized).

Halflings: Halflings can often be irritated by the level of slyness displayed by satryn, mostly because it matches or outmatches their own. A lighthearted halfling can brush this aside, but a prideful one (as most are) will let this eat at him, engaging in a contest of one-upmanship which the satryn is blithely unawares. "Don't swindle a swindler," they say.

STATS

http://www.wizards.com/dnd/images/dd_gallery/dd2/Pan_p128.jpg
Medium Sized Humanoid
Dex +2, Cha +2, Con -2, Wis -2
Low-Light Vision
+2 to Hide, Move Silently, and Perform (one type) Checks
Snooper: A Satryn that passes within 10ft of a secret or concealed door or compartment is entitled to a search check, whether or not they were actively searching.
Nature Bond: A satryn with a charisma score of 11 or higher can cast Goodberry, Know Direction, and Pass without Trace (self only) as 1/2 level caster. (cut durations and effects in half).
Elven Blood: Effects that function for or against elves specifically function the same way for satryn.
Horns: Your horns make your unarmed attack slightly more effective. Your unarmed attacks deal 1d4 20x2 non-leathal bashing or piercing damage so long as you head butt.
Automatic Languages: Satryn

SUBRACES

Alicorns: The unusual race of satryn specific to the islands off the Pangeos Straits. While you are not as sly and sneaky as your counterparts, you are stronger and better adjusted to living on an island chain.
Medium Sized Humanoid
+2 Dex, -2 Wis
Low-Light Vision
+2 to Swim checks.
Endurance, as the feat.
Diver: You may hold your breath for a number of rounds equal to four times your constitution score. You may take 10 when swimming, even in conditions that you could not normally do so in.
Nature Bond: A satryn with a charisma score of 11 or higher can cast Goodberry and Know Direction as 1/2 level caster 1/day. (cut durations and effects in half).
Elven Blood: Effects that function for or against elves specifically function the same way for satryn.
Horns: Your horns make your unarmed attack slightly more effective. Your unarmed attacks deal 1d4 20x2 non-leathal bashing or piercing damage so long as you head butt.

Wild-eyed Satryn: As either a freak of nature or genetic throwback, some satryn are born with a strong leaning towards their monsterous ancestry. These satryn are both strong and nimble, but lack the clever and witty strengths they learned along the way.
Medium Sized Humanoid
+2 Str, +2 Dex, -2 Int, -2 Wis
Low-Light Vision
+2 to Survival checks.
Nature Bond: A satryn with a charisma score of 11 or higher can cast Magic Fang, Pass without Trace, or Know Direction as 1/2 level caster 1/day. (cut durations and effects in half).
Elven Blood: Effects that function for or against elves specifically function the same way for satryn.
Horns: Your horns provide you with a natural weapon. You have a 1d6 20x2 bashing or piercing attack.

Mountain Satryn: You were born and raised in the high mountains. Hiding and sneaking are less important to you thank getting along on mountaintops.
Lose:
-Bonus to hide and move silently
-Ability to sense secret or concealed doors (but not compartments)
Gain:
-High Altitude Acclimation
-+2 to Jump and Balance Checks
-Scree Runner: You may take 10 on balance checks to avoid the negative conditions of uneven non-magical terrain. Uneven non-magical terrain does not increase the DC for your balance and tumble checks.

RACE RELATED FEATS
Head Butt
Prereqs: Satryn, Horns racial feature.
Benefits: Your horns and skull are tough enough to be used as a natural weapon. Your head butt attack becomes a natural weapon that deals normal damage.

Tri-Horn
Prereqs: Satryn, 1st level only
Benefits: You have a third horn on your head, like a small stub. You gain a +4 to charisma skills and checks with other satryn.

Master Prankster
Prereqs: Satryn, Hide 7 ranks, Move Silently 7 ranks, and one of the following: Craft (Trap) 7 ranks, Bluff 7 ranks, or Sleight of Hand 7 ranks.
Benefits: Whenever you attempt a to use one of the optional prereqs skills against a creature currently unaware of you, you gain a +3 to the attempt. The target must be within 20ft for this to work(Example, setting a snare around their feet, stealing a key from their pocket, or whispering a rumor about them).
Johnathan_Vagabond

05-04-08, 08:46 AM
bump...
Johnathan_Vagabond

05-06-08, 10:17 AM
Bump...
Johnathan_Vagabond

05-07-08, 04:25 PM
bump...
ashmanonar

05-08-08, 12:20 PM
I like it...but I'll have to look a little harder at it, for balance terms. I'm at work right now :(
Johnathan_Vagabond

05-09-08, 02:48 PM
Good, I'll look forward to it.