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Faun (Satyr) Racial Write-up and Progression

by Jamie Baty

Fauns are a lively and festive race. They dislike violence and seriousness, and have trouble comprehending why other races have much of either. They are a race that is wholly bound to and born of nature life-forces. They are also known as satyrs and sileni.

Personality: Fauns may be best described by a single word: impulsive. They are full of animal passions, which they cannot separate from the act of seeking immediate fulfilment.
Fauns do not possess a conscience in the way humans do. They perceive themselves as an extension or part of nature. Their impulses are therefore directly from nature- as a result they have little concept of right or wrong, it simply is or isn't. As a result, most of their actions are not meant to be harmful or helpful, but are meant to fulfil an impulse.
Generally, fauns have concluded that nature is good, and so is life, so they need not waste time with philosophical thought and get on with living life. Fauns view the suppression of desire and impulse as strange and perverted. Fauns generally do not attach any value to judgements, and not only does it make it hard to insult a faun, it also leaves the faun prone to insult others unintentionally.
The favoured activities of fauns are feasting, drinking, pursuing dryads and other attractive females, and dancing. They like to dance after dark by the moonlight. They also love to tease neighbouring races late at night by playing load strange music and knocking on doors and windows- often terrifying the victims. Fauns are amused at how other races keep regular hours- they are awake or asleep as suits their whim. Fauns are also fond of music and poetry, and they can become exceptionally skilled in those areas. Almost all fauns can play the syrinx, or Pan's Pipes, but some also learn to play other instruments.
Fauns dislike any type of work, but have a passing knowledge of husbandry, hunting and herding. They are exceptional vintners, a necessary skill given their fondness of wine consumption.

Physical Description: The appearance of fauns varies, but in all cases a faun seems a combination of man and beast, human-sized or a bit smaller. All fauns are male. Some have the ears and tail of a goat, horse, donkey, or mule; some have horns and cloven feet, possibly even goats' furry legs, as well. If their ears are not animalistic, they are pointed and large.
Fauns prefer not to wear any clothing, save perhaps a crown or wreath of leaves and twigs. They are proficient with simple weapons. They may wear armour only if proficient with it from class levels.

Relations: Fauns are festive and fond of merriment. They welcome any creature that will share in the merriment, and as a result can get along with anyone.
Other races however, can be easily aggravated by the faun's nature and impulsiveness. Humans and dwarves tend to have the most trouble in this regard; elves and halflings somewhat less.
Fauns get along with all of the forest races, but are less protective of the woods than others.

Alignment: Fauns are almost always chaotic, and are often chaotic neutral.

Faun Lands: Fauns can be found throughout the Known World, usually residing in forests. They are often live in woodland caves, hollows and near fresh springs.

Religion: Fauns have no organised religion, but they often do revere the Immortal Faunus (sometimes called Inuus or Lupercus. The fauns believe he is their ancestor. To honour him, they celebrate two winter festivals known as the Faunalia.

Language: Fauns speak Sylvan. They may also know Common, Elvish, Halfling, Gnomish, and other Local languages.

Names: Faun names often draw upon the naming styles of the Milenians, though they are more pastoral in nature. They do not use surnames, though some do gain epithets
Male Names: Astraeus, Charsyas, Gemon, Pan, Papasilenus

Adventurers: Due to their impulsiveness, and their pursuit of wine, women and merriment, it is very easy for fauns to get caught in adventures rather inadvertently. However, that same impulsiveness can make them likely to be distracted from the tasks at hand.
A faun's favoured class is bard, a class that speaks to their love of music and poetry. Faun's also are drawn to the druid and cleric classes. It is not uncommon to find barbarians, rogues and rangers among the fauns, and a sorcerer or two as well. Paladins, monks and wizards are rare do to the discipline those classes require.

Faun Racial Traits:
Faun characters possess the following racial traits.
• +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
• Medium size.
• A faun's base land speed is 40 feet.
• Low-light vision.
• Racial Hit Dice: A faun begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A faun's fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Fauns have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
• Racial Feats: A faun's fey levels give it two feats. A faun receives Alertness as a bonus feat.
• +4 natural armour bonus.
• Natural Weapons: Head butt (1d6).
• Special Attacks: Pipes (Su): Fauns can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
• Special Qualities: Damage reduction 5/cold iron.
• Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome, Halfling.
• Favoured Class: Bard.

Faun Racial Progression
The table below gives an optional level progression for faun players. In this system, starting ability score modifiers and other abilities are granted later or partially granted. At the end of the progression, the faun will be the same as if created normally.

Table: Faun Racial Progression

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Communicate with Animals
2nd +1 +0 +3 +3 Improved Pipes
3rd +2 +1 +3 +3 Ability boost (Cha +2)