Characters on hold
A faun (also incorrectly known in some circles as a satyress, or fauness) is the often-not-celebrated result of a dalliance between a humanoid creature and a satyr, but is one of the curious cases where a full-blooded satyr is not the result, the child instead bearing more resemblance to the humanoid parent and, more often than not, being female. Despite the general likeness to their satyr forebears, such births are sadly undesired by the fey world, and such offspring are almost always treated with disappointment and scorn among satyr tribes. Never born to the satyrs themselves and usually oddly unwelcome among their number, fauns are often left feeling stuck between two worlds but haunted by the rejection of the one they possess a stronger emotional and physical tie to.
Circumstances resulting in faun births instead of satyr births from a male satyr’s involvement with a non-satyr aren’t fully understood, and the breeding results of fauns and satyrs are understandably unpredictable, possibly due to the unstable nature of the fey (or possibly due to some manner of curse upon the satyrs themselves). Regardless, without some kind of interference, a male satyr and female humanoid’s offspring is universally a male satyr, which the satyrs then come and collect from the humanoid mother’s residence whenever possible, raising the child amongst his kin.
Where fauns get involved in such a unvarying result is often tricky, and always magical in some way. Occasionally, a faun is the result of an encounter between a wild-shaping druid and a satyr; an encounter where the influence of the druid’s shapeshifting magical abilities cannot be ignored in the outcome. Some few fauns are even known to have come from satyrs who were transformed into females and then gave birth, suggesting that a female satyr (the true so-called “satyress”) isn’t quite the same species or makeup as a male satyr (despite remaining fertile), in the same way a male changeling isn’t really a “true” naturally-born male of its female-exclusive species—though changelings mating is another topic altogether. Regardless, the distinction yet relation between fauns and satyrs of both genders and specific bloodlines is further confused by the ability of the fauns to continue to breed and produce “true” (female) fauns from a variety of possible partners, despite not being a naturally-occuring race; albeit infrequently—their offspring more often being male satyrs, then less likely female fauns, rarely male fauns, and extremely rarely “natural” satyresses—likely reflects the magically-induced nature of their race’s existence and the curious fact that male satyrs always breed true as male satyrs, whether their mate be compatible humanoid, female satyr, or faun. Truly, the magically-induced mixture of fey blood and the specific line of humanoid blood remaining distinct, yet uniquely faun possibly even generations down the line or from a variety of disconnected humanoid sources, is a testament to their being an actual race, despite their biology’s desire to breed itself out and back to satyr.
Physical Description: At first blush one could assume that fauns are slightly smaller members of their humanoid parent race (humans and elves for the most part, but any race which can breed with either can likewise produce a faun), but the differences become obvious upon seeing their goat-like lower bodies and the ridged horns which grow from their foreheads. Despite often exhibiting the unusual grace and pleasant natures of their fey parents, such physical features undoubtedly remind most civilized creatures of tieflings—a similarity most fauns are insulted to be reminded of—but the small patches of fur upon the outside of their forearms and their fur-covered legs are the easiest giveaway of their non-fiendish origin; not that many alarmists would be willing to learn this. Worse, the understanding that fauns are of the fey isn’t comforting to many, often leading to terrible and often indelicate assumptions about their natures and personalities.
All fauns possess hooves from their satyr lineage, and can easily run over rough terrain with feet unshod, though some take pains to disguise this difference as best they can, wearing altered boots instead of horseshoes. Many otherwise possess the appearances of their humanoid parent, though some of the features of the fey are mixed in: their hair is of earthy tones more often than not, being curly and thick, and their voices are often musical and pleasant to most civilized humanoid beings. While pointed, elf-like ears are common for even human-born fauns, the human ear in such a birth is a recessive trait, and so shows up on occasion in a child. Likewise, the style of horn appears to change dramatically depending on a variety of factors in the humanoid mate, with some Avistani fauns displaying small, pointed goat-like horns, and some Varisian fauns displaying curving horns more like a ram. Occasionally, fauns may have four horns in two sets, resulting in particularly expressive patterns of growth, and some Garundi fauns wind up with horns more resembling a deer’s. Male fauns’ horns are slightly larger than those of the females, but both genders grow horns.
Society: Having somewhat more stable personalities than those inherent in their fey parent, a faun is easily able to fit into humanoid societies without causing too much of a stir, but always seeks to build an accepting group of peers around themselves. Like half-elves, fauns rarely gather in large enough numbers to form their own societies, and instead settle largely among the race of their humanoid parent. Acceptance with and loyalty to a small community is the norm for fauns, and they most often seek small, loosely-knit groups of humanoids in relative harmony with nature—most often clans of druids or elven scout outposts—to build their ties with. Fauns are, in some respect, always seeking to build a tiny community around themselves and populate it with friends and loved ones.
Relations: Naturally prone to trusting those who display a desire to receive it, whenever a faun gains the trust and friendship of another person they usually consider that bond as strong as if the two were flesh-and-blood kin, placing that person’s needs in great regard. A faun is also a social chameleon by nature, unconsciously adjusting their approach as they interact with other groups to find their niche (whether their intent for contact is for ill or good): to appeal to elves they naturally play to their grace and love of nature; among gnomes they embrace the excitement of discovery.
This approach allows these fey to find approval among several like-minded races: while the elves appreciate their grace and passion, half-elves feel a strong kinship with their divided heritage and pursuit of acceptance, and the halflings approve of their desire for a tight-knit community. Fauns and gnomes get along so well that more than one scholar has sought in vain for some indication their origins are somehow connected.
Fauns often seek the insight and company of particularly wise creatures, and the forest contains many of these. Besides speaking to their fey-born nature, a faun in the forest makes friends most often with intelligent creatures within, pursuing the calm and rational insight of treants in particular. The often unexpected insight of a treant can put a faun’s perspective back on course with the smallest observation, leading them to be valued friends. Such impartial insight is desirable to some fauns with a practiced connection to the forest, and they prefer to live among the trees for the additional benefit of friendship and insight from such beings, who otherwise walk in complete balance with the world.
Humans are rarely pleased with the presence of fauns though; in some regions where there are notable clashes between humans and the wild fey (such as the frontier logging industries of Cheliax and Andoran), fauns are a reminder of a source of fear and concern (when not outright embarrassment in their towns of birth), often earning them a frosty reception in such places. Despite this, their social grace and musical abilities often relax human groups unperturbed by the fey, and in locations where there is tension, a particularly insightful faun may be able to act as an intermediary between clashing fey and human groups.
Dwarves are often wary of fauns, but are rarely outright hostile toward them due to their desire for friendships. Because fauns also have a natural knack for music and are often spellcasters, dwarves tend to see them as potential troublemakers; fauns’ tendencies to assume that they are trusted and loved to the same degree they trust and love their own companions is likewise regarded by dwarves as naïve, or even stupid. The effort that fauns immediately put into forging close relationships with their neighbors and business partners often exacerbates these stereotypes, and can result in dwarves finding a faun to be clinging and petulant; desperate for approval instead of earning it through maturity and admirable skill. Their fey origin likewise exacerbates this relationship, being seen as more flighty than even the elves.
Fauns often suffer unfortunate fates at the hands of orcs, half-orcs, and goblinoids, who for some reason find them particularly objectionable. Fauns forced to spend time with such groups, though, still struggle to find acceptance and forge some kind of family unit, provided they first survive the experience.
Alignment and Religion: Fauns can be very strongly shaped by the beliefs and ethics of those who raise them, so most worship gods that attract many druidic followers—those that seek a balance between the elements of civilization and nature, as well as law and chaos. However, not all fauns are raised in such rural environments, and some leave their homelands because they cannot find support or stability there. While many fauns are essentially good-hearted due to the influence of those in their communities who are willing to guide the lost, this is not always so. Many who give up on ever finding the acceptance they crave can become dangerously bitter, and in an effort to bond with a group can find companions who are, themselves, cloaked in darkness, often becoming unflinching instruments of evil themselves and finding some level of approval within their actions taken for such groups.
Music is another strong motivator for fauns, and many end up worshiping gods of song, dance, and drum even if, in their youth, they favored more nature-oriented gods. A faun is naturally pulled toward worship of humanoid deities who value community, cooperation, travel, luck, and nature.
Individual beliefs for a faun are ultimately drawn along moral paths, depending on what crowd they have been shaped by: the enthusiastic joy of the azatas and their fey-like revelry is a strong draw to a faun, and falling in with good-aligned bards or evangelically-minded clerics is very different but just as plausible as being drawn into the fell song of banshees or harpies.
Adventurers: Fauns are, at heart, musicians. They often leave their homes in search of inspiration (if performers) or new sights and sounds, seeking their place within the wider world. Coupled with this search is a largely subconscious desire to forge a new family group that is better in synch with the faun’s personality than the friends and neighbors at home (who, while beloved, may not have had the desired closeness with the young faun). Fauns make excellent bards, sorcerers, druids, oracles, and paladins, though some also feel a need to prove themselves in other fields—they eschew the natural inclination toward magic (or, perhaps, cannot cast it), walking instead the martial paths, often excelling along the disciplines of the ninja, ranger, or swashbuckler.
Male Names: Aineyr, Cador, Drustan, Gest, Hael, Maelhoc, Myrdden, Rhyydech, Silenus, Taliesin, Vorcant.
Female Names: Aedynn, Branwyn, Brenci, Esselt, Gwencyn, Keyna, Llyrann, Perem, Rhiann, Urielle.
Random Starting Ages
|20 years||+1d6 years (21 – 26 years)||+2d6 years (22 – 32 years)||+3d6 years (23 – 38 years)|
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Random Height and Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5 ft. 2 in.||+2d6 in. (5 ft. 4 in. – 6 ft. 2 in.)||95 lbs.||+ (2d6×3 lbs.) (101 – 131 lbs.)|
|Female||5 ft. 0 in.||+2d4 in. (5 ft. 2 in. – 5 ft. 8 in.)||85 lbs.||+ (2d4×3 lbs.) (91 – 109 lbs.)|
+2 Dexterity, +2 Charisma, –2 Intelligence: Fauns are lithe and personable, but tend not to be the smartest creatures.
Fey: Fauns are fey creatures.
Medium: Fauns are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fauns have a base speed of 30 feet.
Low-Light Vision: Fauns can see twice as far as humans in dim light.
Born Performer: Fauns receive a +2 racial bonus on all Perform checks.
Hooved: Fauns are hooved creatures; they can normally only wear footwear designed for hooved creatures, such as horseshoes. While horseshoes can be easily enchanted with the same enhancements as boots in most major settlements, with some sleight alterations a faun can wear footwear designed for other non-hooved humanoid creatures instead; such alterations cost 5% of the base value of the footwear being altered.
Natural Magic: Fauns with Charisma score of 11 or higher gain the following spell-like abilities: 1/day—dancing lights, ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the faun’s level. The DC for these spells is equal to 10 + the spell’s level + the faun’s Charisma modifier.
Musical Soul: As fey, a faun is especially attuned to the natural magic found within music, and they must use it as an element in all of their divine or arcane spellcasting. As a free action as part of the verbal components of casting a spell, a faun must make a DC 10 Perform: Sing check, adding this natural magic as an additional component and allowing them to focus less on the gestures and somatic components, reducing their arcane spell failure chance from armor or shields by 10%. This reduction in arcane spell failure chance increases by 5% for every 2 character levels the faun has, to a minimum of a 0% failure chance. When their arcane spell failure chance is 0%, the faun is treated as if casting their spells with the Still Spell metamagic feat, though the spells don’t use a spell slot of a higher level than normal or require an increased casting time.
Spells that normally do not have verbal components gain them when cast by a faun, and cannot be cast under any circumstances without this verbal component. A faun casting an spell while singing cannot cast such spells quietly; it is impossible for a faun to make a Stealth check when making a Perform check required as part of casting a spell.
A spell cast by a faun while making an appropriate bardic performance (one using Perform: Sing) or skald’s raging song does not require the faun to stop their performance before attempting to cast the spell; the verbal component of the spell can simply be woven into their bardic performance or raging song, and the performance can likewise be continued afterward without stopping.
Only spellcasting and the like are affected by this additional component; spell-like abilities or similar magic-based class abilities (such as an alchemist’s extracts) do not require any additional verbal components from a faun, and can be cast by a faun without any additional requirements. Only those abilities which require verbal or somatic components require the faun to incorporate additional singing.
Language: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnomish, Goblin, and Orc.
\ CHANGES INCOMPLETE
Born Charmer: Gain a +2 racial bonus to all Diplomacy and Bluff checks. This racial trait replaces Born Performer.
Silent Hunter: Some Fauns take after their satyr parentage get a +2 racial bonus to perception and stealth. This racial trait replaces MBorn Performer.
At 4th level, a faun bard or skald can start a bardic performance or raging song as a move action instead of a standard action. At 10th level, a faun bard or skald can start a bardic performance or raging song as a swift action. This additional
When a faun’s arcane spell failure chance reduction increases beyond 0% (through feats, armor material or the faun’s racial reduction alone; the reduction of their arcane spell failure chance is reduced below 0%), the spell’s components are instead reduced, as follows: when a faun’s arcane spell failure chance is reduced to -15% arcane spell failure chance exceeds their
is 0%, the faun is treated as if casting their spells with the
Race Guide the second is suggested usage);
Bond to the Land (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
Defender of the Forest (2 RP): Faun gain a +2 dodge bonus to AC when in Forests.
Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race.
Woodland Kin (1 RP): Faun have a strong connection with the world around them as such Handle Animal and Survival are always considered class skills for them.
Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this
race gain this feat as a bonus feat at 1st level.
Prodigy (instead of the skill bonus) or Nature Soul
Object of Desire (1 RP): Prerequisites: None; Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.
Primal Attraction or Fey Magnetism:…
Hatred (1 RP): Prerequisites: None; Benefit: Choose two
subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type.
Vile Hatred (1 RP): Faun receive a +1 bonus on attack rolls against aberrations and vermin.
Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
What ever fits. Bows, bolas…
Natural Attack (1 RP): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature’s size (Bestiary 302). Special: This trait can be taken multiple times. Each time, pick a different natural attack.
Treespeech (2 RP): Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Fauns have the option of choosing from a number of other bonuses, depending upon their favored class.
The following options are available to all Fauns who have the listed favored class.
Bard: Add 1 to the faun’s total number of bardic performance rounds per day.
Cleric: Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types.
Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Oracle: Add +1/2 to all Diplomacy and Heal checks.
Ranger: Add +1 hit point to the ranger’s animal companion. If the faun ever replaces his animal companion, the new animal companion gains these bonus hit points.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Witch: Add +1 hit point to your familiar.
Wizard: Add +1/3 to your effective caster level for any enchantment (charm) spell you cast.
Your natural power to charm is considerable.
Prerequisites: Faun, CHA 17
Benefit: You gain the domain powers (though not the spells) of the charm domain. For purposes of qualifying for these powers, treat your character level as your cleric level, but for all other elements determined by cleric level (power duration, etc), use half your character level to determine the values instead, and use your CHA mod instead of WIS mod to determine ability-related factors.
Your voice magnifies the power of your enchantment spells.
Prerequisites: Faun, CHA 15
Benefit: You gain a +4 bonus to all Charisma checks and Charisma-based skill checks made against subjects currently affected by an enchantment (charm) or enchantment (compulsion) spell you cast.