Finn

Weapon Proficiencies

 * Martial Arts - Style A (2)
 * Martial Arts - Style B (2) - Special. (2)
 * Martial Arts - Style C (2)
 * Martial Arts - Style D (2)
 * Number of attacks:
 * Fist/Hand: 1/1 + 1 Fist/ Hand if unarmed & unarmoured
 * Kick: 3/2 + 1 Fist/Hand if unarmed & unarmoured

Non-Weapon Proficiencies

 * Flying Kick (3)
 * Spring (6) - 10ft up, 15ft reach
 * Instant Stand (3)
 * Musical Instrument: Fiddle (2)
 * Musical Instrument: Pan Pipes (2)
 * Music (2)
 * Dancing (2)
 * Gaming (2)
 * Singing (2)
 * Swimming (2)
 * Etiquette (2)
 * Tumbling (2)
 * Hide in Natural Setting 90%

Equipment

 * Fancy Cape (Green/Brown)
 * Fancy Vest (Silver/Brown)
 * Fancy Glasses
 * Fancy Smoking Pipe
 * Fiddle

Languages

 * Common

Satyr Racial Abilities:

 * Natural Attack: 2d4 Headbutt
 * Hide in Natural Setting 90%
 * Infravision 60ft
 * Hard to Surprise: +2 to all surprise checks
 * Create magical pipes: Satyrs can create pan pipes that can cast charm, sleep, or cause fear effects within a 60 foot radius. To gain this ability, the satyr must invest 4 character points in the music/instrument trait when first created, and then devote 2 character points to the Music proficiency at least three times. He can't spend more than 2 character points per level on the proficiency, so the earliest he can gain this ability is at 3rd level. The pipes themselves are easily crafted and have no magical properties: it's the satyr's unearthly skill that creates the magical effects.
 * Easily distracted: Satyrs are very susceptible to distraction. Encountering a female of 15 or higher Charisma causes the satyr to forget everything except the idea of wooing the woman for 1-6 full turns, or even more if she is at all friendly. Even a bitter enemy can fascinate the satyr if she makes any effort at all, and in all circumstances satyrs have to succeed in a saving throw versus spells to consciously harm a beautiful woman or ignore her. A bottle of strong drink can have the same effect.