Fenn

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.