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Faun (RoundTable Proposal)
Often mistaken for satyrs, fauns are far more benevolent than their unpredictable cousins. Many people use the two names interchangeably, a fact that irritates both fauns and satyrs. The majority of fauns are male, although unlike satyrs, females of this species do exist—they’re simply less common than male fauns.
While satyrs breeding with their seduced victims always produce full-blooded satyrs, fauns are the result of a willing pairing between satyrs and goodly fey or kindhearted humanoids such as humans or elves. Even in this case, the babies of such unions are usually stolen away and raised by their fey parent or some other sylvan foster family.
Physical Description: Fauns stand nearly 6 feet tall and weigh little more than 150 pounds. They appear much like their non-fey parent race, though the small patches of fur upon the outside of their forearms, goat-like lower bodies, and the ridged horns which grow from their foreheads reveal their true lineage. Unusually graceful and pleasantly charismatic, many fauns unfortunately are mistaken for tieflings—a similarity most fauns are insulted to be reminded of—though the fact that fauns are of the fey isn’t much more comforting to many.
All fauns possess hooves from their satyr lineage. Their hair regularly has earthy tones, growing curly and thick, and their voices are often musical and pleasant to most civilized humanoid beings. Pointed, elf-like ears are common for even human-born fauns, though rounder human-esque ears aren’t unheard of.
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 branching horns more resembling a deer’s. Male fauns’ horns are slightly larger than those of the females, but both genders grow horns.
Society: Fauns are most often found in the company of fey or elves, though it is not rare to find a faun in a humanoid city, trying to discover their non-fey parent’s identity.
Relations: Despite being considered attractive by most races, fauns sometimes face the same prejudice as half-elves among the fey and in many humanoid settlements. The novelty of a faun can wear off among satyrs and other fey, their less-potent magic and “predictability” becoming a source of scorn. Worse, in some regions where there are notable clashes between humanoids and the wild fey (such as the frontier logging industries of Cheliax and Andoran), humanoid-raised fauns are a reminder of a fearsome foe or embarrassing dalliance, often earning them a frosty reception in such predominantly-human towns.
Still, no matter the situation, a faun rarely wears rejection as heavily as half-elves do, as the song within remains strong. Their social grace and musical abilities often relax 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 hostile groups.
Wild fauns face fewer problems simply because of how hidden they remain to most civilized races. Their dedicated connection to the countryside and interest in helping it flourish often brings them into positive relationships with hardworking humanoids who make peace with the land. They help these frontier folk by fighting off significant threats and keeping less savory fey creatures away from their settlements. Wild fauns avoid most settlements due to culture shock, though in dire times a band of fauns may present themselves to villagers to warn their neighbors of an upcoming threat.
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 so can prove to be as variable in ideology or faith as any elf or human.
Music is a 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 in civilization is naturally pulled toward worship of deities who value community, cooperation, travel, luck, and nature.
Most fauns are of Chaotic bent, following the call of the wild in their blood, sometimes over the more restrictive or conservative laws of human lands. Fauns raised by satyrs can wind up more malicious than those raised among humans and elves, while fauns mistreated by civilized cultures can respond with hatred and cruelty. Still, many naturally desire connection and peace with all beings and the greater world, so a Good faun isn’t hard to come by.
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. 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.||+ (4d4×4 lbs.) (111 – 159 lbs.)|
|Female||5 ft. 0 in.||+2d4 in. (5 ft. 2 in. – 5 ft. 8 in.)||85 lbs.||+ (4d4×3 lbs.) (97 – 133 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, but share their non-fey parent’s blood, and so have a subtype of (human) or (elf) in most cases.
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 biped creatures; they gain a single hoof attack as a secondary natural attack. The hooves deal 1d4 points of damage. A faun can also normally only wear horseshoes. While horseshoes can be easily enchanted with the same enhancements as boots, with some complicated alterations a faun can wear footwear designed for other non-hooved humanoid creatures instead. Such alterations cost an additional 5% of the value of the footwear being altered and grant a +2 bonus to Disguise checks made to disguise the fact that the wearer has hooves, though the wearer cannot use their hoof attack while wearing footwear. A faun wearing unaltered boots has their speed reduced by 5 feet.
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: 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 check, either with an instrument or singing, adding this natural magic as an additional component and allowing them to focus less on the gestures and somatic components.
Music serves as a divine focus for a faun casting divine spells, as well as reducing the 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 a spell while performing 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 music or 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.
Language: Fauns begin play speaking Common. Fauns with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnomish, Goblin, Orc, and Sylvan.
Beautiful Soul: The natural world sings in the blood of many fauns, guiding their hands and minds. Fauns with this trait receive Nature Soul or Prodigy as a bonus feat at 1st level. This racial trait replaces the Born Performer racial trait.
Born Charmer: A faun’s satyr parentage gives them more than hooves. Fauns with this trait gain a +1 bonus on Bluff and Diplomacy checks. This racial trait replaces the Born Performer racial trait.
Defender of the Forest: For some fauns, the forest is an unassailable refuge. Fauns with this trait gain a +2 dodge bonus to AC when in the Forest terrain. This racial trait replaces the Born Performer racial trait.
Fey Magnetism: The allure of a faun’s voice can compel even stone. Fauns with this trait add +1 to their caster level when casting charm person and charm monster. This racial trait replaces the Born Performer racial trait.
Horns: Some fauns have extraordinarily strong necks and impressive horns. Fauns with this trait gain a gore attack as a primary natural attack that deals 1d6 points of damage. This racial trait replaces the Born Performer racial trait.
Musical Knack: A faun with special training in the use of music can tap the song within their soul much easier than most. At 4th level, a faun bard or skald with this trait 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 with this trait can start a bardic performance or raging song as a swift action. This racial trait replaces the Born Performer and Natural Magic racial traits.
Silent Hunter: Some fauns remain close to their satyr parent in temperament, learning to quiet their souls and stalk the darkness. Fauns with this trait gain a +2 bonus on Perception and Stealth checks, and gain darkvision with a range of 60 feet. This racial trait replaces the Musical Soul and Born Performer racial traits.
Treespeech: Time among the sentient trees of older forests and the fey have given some fauns a special connection to such beings. Fauns with this trait have the ability to converse with plants as if subject to a continual speak with plants spell. This racial trait replaces the Born Performer racial trait.
Weapon Familiarity: The occasional faun is raised by their humanoid parent’s race, and so learn the ways of their people. Fauns with this trait define themselves as being either human-raised or elf-raised, gaining either subtype (though they are still of the fey type). Elf-raised fauns gain the elf’s Weapon Familiarity trait, while human-raised fauns gain proficiency with one martial weapon. This racial trait replaces the ability to use hooves as a secondary natural weapon and alter’s the faun’s creature type.
Woodland Kin: The natural connection most fauns have with woodland creatures makes the forest a safe place. Handle Animal and Survival are always considered class skills for fauns with this trait. This racial trait replaces the Natural Magic racial trait.
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.
Arcanist: Add +1/4 to the DC of enchantment spells.
Bard: Add 1 to the faun’s total number of bardic performance rounds per day.
Bloodrager: Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions as that feature.
Cleric: Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types.
Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest terrain.
Hunter: Add DR 1/cold iron to the hunter’s animal companion. Each time the hunter gains another level, the DR increases by 1/3 (maximum DR 7/cold iron). If the hunter replaces her animal companion, the new companion gains this damage reduction.
Kineticist: Add 1/3 point of damage to wood-element blasts that deal damage.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.
Oracle: Add +1/2 to all Diplomacy and Heal checks.
Paladin: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Shaman: The shaman’s spirit animal gains +1/4 dodge bonus to AC.
Skald: Increase the skald’s total number of raging song rounds per day by 1.
Slayer: Add a +1 bonus on Perception checks while in a forest.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the chaotic, emotion, or language-dependent descriptor, and be at least one level below the highest spell level the sorcerer can cast.
Summoner: Add DR 1/cold iron to the creatures conjured by the summoner’s summon monster class feature. Each time the summoner gains another level, the DR increases by 1/3 (maximum DR 7/cold iron).
Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Animal, Charm, Community, Luck, Plant, or Travel domains.
Your natural power to charm is considerable.
Prerequisites: Faun, Charisma 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 Charisma modifier instead of Wisdom modifier to determine ability-related factors.
Your voice magnifies the power of your enchantment spells.
Prerequisites: Faun, Charisma 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.