TEXT: Exotic Ancestries
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  without written permission.
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  pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this 
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  compatibility for more information on this license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8302 2nd St NE
  Lake Stevens, WA, 98258
  www.necromancers-online.com
  
  2 2
  Introduction
  The Pathfinder Second Edition Roleplaying Game presents 
  a wide world of magic and infinite possibilities, and so it 
  should come as no surprise that some players want to explore 
  beyond the boundaries of the game’s core rules. The game 
  world described in the game’s rules and lore includes a wide 
  variety of creatures, some strange and fantastic, others oddly 
  familiar and human in nature, and it’s only natural that some 
  players will want a chance to explore the world as one of these 
  creatures, instead of being limited to the handful of ances-
  tries that already exist.
  This book presents an ancestry for one such fantastic 
  creature: the satyr. A mythical creature with roots 
  stretching back to ancient Greece, satyrs have been 
  many things to many people throughout history. 
  They have represented the wild allure of natural and 
  basic instincts, they have served as comedic relief, 
  been depicted as objects of beauty, and more. Their 
  appearance has changed over the millennia, as well, 
  though most types of satyr would be fairly recognizable 
  to modern audiences, with a human torso and the 
  legs of a goat or similar animal. Satyrs have also been 
  a staple of the fantasy genre since its inception, often 
  serving as guides and mentors, although sometimes 
  serving as hapless sidekicks or even dangerous 
  adversaries. This book presents a new ancestry for 
  satyrs, complete with heritages and ancestry feats, to 
  allow players to make their own satyr characters.
  Satyr
  Standing between the natural world and civilization, the 
  most human of all the fey, satyrs are a people at a crossroads, 
  serving as a missing link between the primal and the refined. 
  Known for their proclivity towards pleasures of all kinds, 
  from music to wine to carnal indulgences, it would be easy to 
  dismiss them as little more than wild hedonists. But satyrs 
  are also capable of producing great works of art and beauty, 
  and those who turn their minds to such things can easily 
  prove as cunning and sly as any other fey.
  Possessing the torso of a human and the lower body of an animal 
  (typically, but not always, a goat), satyrs are fey that are known 
  for their pursuit of pleasure in all its forms, and a particular love 
  of wine, music, and carnal satisfaction. Although often dismissed 
  as animalistic hedonists, satyrs are also lauded in certain artistic 
  circles for their own works of art, as many satyrs are accom-
  plished musicians, artists, dancers, actors, and so on.
  Although it is widely believed that there are no female 
  satyrs, this is untrue. While female satyrs are rare, they do exist, 
  and are largely similar to males of their species. Confusingly, 
  female satyrs are referred to as “nymphs,” even though they have 
  no relation to that particular species of fey.
  If you want a character who does whatever he feels like 
  without thinking about it too much, who appreciates beauty in all 
  its forms, and who cannot help but follow his muse, you should 
  play a satyr.
  You Might…
  •	
  Be enthusiastic and unabashed in your appreciation 
  of beauty.
  •	
  Have little patience for things that you do not enjoy.
  •	
  Have difficulty controlling your impulses.
  Others Probably…
  •	
  Think of you as wild, uncivilized, and possibly even 
  bestial.
  •	
  Deride your passion for the finer things in life as 
  debauched.
  •	
  Consider you lazy, or unreliable.
  Physical Description
  While the exact specifics vary depending on the region and 
  different types of satyrs, all satyrs are physically a blend of hu-
  man and animal features. The vast majority of satyrs have goat 
  features, although in some cases horse, mule, or other animal 
  features appear instead. Very rarely, satyrs might possess features 
  from more exotic animals, such as gazelles, deer, boar, or various 
  types of primates. A satyr’s legs tend to be the most recognizably 
  animal feature, and generally are heavily furred and end in cloven 
  hooves. Satyrs typically appear largely human from the waist up, 
  although some possess tufts of fur (or at least thick body hair) on 
  their upper body, especially on the chest or forearms. Addition-
  ally, some satyrs possess horns, though even among those that 
  do, the horns are rarely large enough to prove effective natural 
  weapons. Though satyrs rarely possess anything that could be de-
  scribed as traditional beauty, it is nonetheless true that most satyrs 
  possess a certain rugged, primal attractiveness that complements 
  their animal features. 
  A satyr’s fur matches the color of its hair, and generally 
  ranges through shades of red and brown, although other colors 
  are possible, especially in cases where the satyr resembles some 
  exotic animal. As the satyr ages, its fur fades to grey. Many satyrs 
  choose to grow beards, and while younger satyrs generally take 
  care to keep theirs trimmed fairly short, older satyrs can often 
  be identified by their long, flowing grey beards. Female satyrs 
  are slightly less hairy than their male counterparts, and generally 
  can’t grow beards, but are just as likely to possess tufts of fur on 
  their upper torso as their male counterparts.
  Society
  Satyrs band together in loose social groups known as circles, 
  rarely consisting of more than a couple dozen satyrs at the most. 
  While a given circle may persist for some time, individual 
  members tend to come and go as their whims take them, follow-
  ing wanderlust to another region, departing after a dispute with 
  another member, and so on. Such losses are generally made up 
  for by welcoming new satyrs into the circle as they wander into 
  the area, so that eventually a circle may be comprised entirely 
  of different satyrs than the ones that first formed it. Even with 
  members coming and going, though, circles are relatively fragile 
  affairs, and it’s not uncommon for them to split, merge, or just 
  sort of dwindle away to nothingness.
  
  3
  3
  Satyr Stats
  Hit Points
  6
  Size
  Medium
  Speed 
  30 feet
  Ability Boosts
  Dexterity
  Charisma
  Free
  Ability Flaw
  Intelligence
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence modifier 
  (if it’s positive). Choose from Aklo, Elven, Halfling, Jotun, 
  and any other languages to which you have access (such as 
  the languages prevalent in your region).
  Traits
  Satyr
  Fey
  Humanoid
  Low-Light Vision
  You can see in dim light as though it were bright light, so 
  you ignore the concealed condition due to dim light.
  Because satyrs are so driven by their impulses, they tend to 
  have difficulty sticking to long-term commitments, and, as a re-
  sult, tend to make poor parents. Most satyrs are long gone before 
  their mate even realizes that she’s pregnant. In such cases, the 
  resulting child is often snatched from the crib by other fey, who 
  raise the satyr in the wild. Those satyr children that are raised by 
  humans often run away to the wilderness at adolescence in search 
  of their father, and quickly grow to adopt the ways of wild satyrs. 
  Perhaps the satyrs that have it the hardest are those that are born 
  from a satyr mother, as they are often abandoned within a few 
  years of being born, although in these cases other fey will often 
  intervene to protect the child as well.
  Alignment and Religion
  It is rare to find a satyr that does not consider himself a free spirit, 
  and pride himself on following his whims without question, and 
  as a result, the majority of satyrs are chaotic in nature. While 
  neutral satyrs aren’t that rare, lawful satyrs are all but unheard of, 
  and tend to be satyrs who were raised by other species, and often 
  have nothing but hatred and resentment for the carefree lifestyle 
  of their kin. When it comes to matters of good versus evil, satyrs 
  are more diverse: though most satyrs tend to fall somewhere in 
  the middle, with far less concern for morality than for indulging 
  their desires, satyrs of particularly cruel or benevolent bent are 
  just as common as members of nearly any other race.
  Satyrs rarely develop religions of their own, instead borrow-
  ing religions from nearby cultures, often picking and choosing 
  what parts of the religion suit them (typically songs, ceremonies, 
  sacramental beverages, and so on) and ignoring the rest. They are 
  most often drawn to deities who encourage the sort of hedonistic 
  pleasure-seeking that satyrs are already inclined to engage in, but 
  in the absence of such figures, satyrs tend to gravitate towards 
  deities of nature, beauty, and art.
  Names
  Satyrs have a somewhat more flexible relationship with 
  names than members of most other species, and it’s not 
  uncommon for a satyr to change names multiple times in its 
  life. As most satyrs are born to non-satyr mothers, they often 
  are given a name from their mother’s culture at birth. Those 
  that wind up in satyr culture, however, whether through 
  their own choices or at the whims of other fey, tend to adopt 
  new names after about a year in the wild. After that, it’s not 
  uncommon for a satyr to decide to take a new name on any 
  given birthday, if he decides that his old name no longer suits 
  him. Many satyrs also decide to choose a new name upon 
  travelling to a new area or joining a new satyr circle, although 
  this may have more to do with not letting past transgressions 
  catch up to them than anything else.
  Sample Names
  Daluc, Diaca, Glaefel, Jeosa, Kreon, Oneck, Nymxos, Rhivu, 
  Shadwis, Silvanus, Sneg, Tul, Zaipei, Zegiah.
  Satyr Heritages
  Myths and legends of satyrs vary wildly, and are often contra-
  dictory, demonstrating the varied nature of satyrs in different 
  regions, times, and societies.  Choose one of the following 
  satyr heritages at 1st level.
  Faun Satyr
  You come from a line of satyrs known for wandering the most 
  remote and wild of woods, and as such have developed a 
  knack for finding your way even in the most difficult circum-
  stances. You are trained in Survival, and gain a +5 circum-
  stance bonus on Survival checks made to Sense Direction. 
  Further, you never suffer a penalty on such checks for not 
  having a compass.
  Lusting Satyr
  You are more in touch with your primal desires, but they 
  sometimes overwhelm you. Choose a gender. Whenever you 
  encounter a celestial, fey, fiend, giant, or humanoid of the 
  chosen gender whose Charisma is 12 or higher, you must 
  succeed on a Will save (DC 10 + your level + your Charisma 
  
  4 4
  modifier) or become smitten by that creature as though with 
  the spell charm. This is not actually a magical effect, and so 
  cannot be dispelled, but the duration remains the same as 
  the spell (1 hour). You gain two additional ancestry feats at 1st 
  level. 
  Pan Satyr
  You come from a line of satyrs that are more goat-like in ap-
  pearance, and in addition to goat hooves, you also possess 
  a pair of curling ram’s horns on your head. You gain a horns 
  unarmed attack that deals 1d8 bludgeoning damage. Your 
  horns are in the brawling group and have the forceful and 
  unarmed traits.
  Puck Satyr
  You are a type of satyr that is well-known for their guile and 
  trickery. You are trained in Deception, and gain a +2 circum-
  stance bonus on Deception checks made to Lie, as well as on 
  Thievery checks made to Palm an Object.
  Wise Satyr
  Although most satyrs concern themselves with little more 
  than self-indulgence, a handful of satyrs are known to possess 
  great wisdom and insight, and you are among them. You gain 
  an ability boost in Wisdom, instead of Charisma, for being 
  a satyr. Additionally, you can cast augury as a primal innate 
  spell once per day.
  Ancestry Feats
  At 1st level, you gain one ancestry feat, and you gain an ad-
  ditional ancestry feat every 4 levels thereafter (at 5th, 9th, 
  13th, and 17th levels). As a satyr, you select from among the 
  following ancestry feats.
  1st Level
  Charming Performer 
  Feat 1
  Satyr
  Prerequisites trained in Performance
  You are able to win over the hearts of others through your 
  performances. You can use Performance in place of Diploma-
  cy to Make an Impression. When using Performance in this 
  way, you gain a +2 circumstance bonus if the target would 
  normally be attracted to creatures of your gender, but suffer a 
  –4 circumstance penalty if they would not.
  Fleet Performer � 
  Feat 1
  Satyr
  Trigger You cast a spell while using an instrument.
  You Step or Stride. You may do so before or after you finish 
  casting the spell.
  Goat’s Grace 
  Feat 1
  Satyr
  You are particularly nimble on your cloven hooves. You gain 
  a +2 circumstance bonus on Acrobatics checks made to Bal-
  ance, and Athletics checks made to Climb. Additionally, your 
  Fortitude DC increases by +2 against attempts to Shove you, 
  and your Reflex DC increases by +2 against attempts to Trip 
  you.
  Nimble Step 
  Feat 1
  Satyr
  You frolic with grace and ease. Your Speed increases by 5 feet.
  Primal Magic 
  Feat 1
  Satyr
  Choose a single cantrip from the primal spell list. You can 
  cast that cantrip as an innate primal spell.
  Satyr Weapon Familiarity 
  Feat 1
  Satyr
  You favor the traditional weapons of the satyr. You are trained 
  with blowguns, clubs, daggers, javelins, shortbows, and 
  shortswords.
  Sylvan Wine 
  Feat 1
  Satyr, Exploration, Primal
  Frequency once per day
  By spending 10 minutes in a special ritual, you can consecrate 
  and bless enough wine or other alcohol to fill a wineskin 
  (typically eight drafts’ worth). Any creature that consumes 
  this wine (using the Interact action) gains a +1 item bonus 
  to Will saves and a +3 item bonus to Will saves against fear 
  effects for one hour. The wine retains these properties for 24 
  hours, after which it returns to being normal wine.
  5th Level
  Charming Wine 
  Feat 5
  Satyr
  Prerequisites Sylvan Wine
  Whenever you use your Sylvan Wine ability, you can choose 
  to create charming wine, instead. A creature that drinks the 
  wine is affected as though by the spell charm. When you 
  make the charming wine, you can choose whether affected 
  creatures become charmed with you, or if they become 
  charmed with the first person they lay eyes on after drinking 
  the wine. The saving throw DC is equal to your spell DC. If 
  you don’t have the ability to cast spells, the DC uses your Cha-
  risma modifier as your spellcasting ability modifier. Addition-
  ally, you can use Sylvan Wine one additional time each day.
  
  5
  5
  Controlled Chaos 
  Feat 5
  Satyr
  Having lost your wits many times in debauched revelry, you 
  are better able to steer your uncontrolled impulses than most. 
  When you are confused, you are not flat-footed, and you gain 
  a +2 circumstance bonus on attack and damage rolls. Ad-
  ditionally, at the beginning of your turn, if you’re confused, 
  make a DC 11 flat check. If the check is successful, you choose 
  which target you attack that round, instead of the GM.
  Satyr Weapon Savant 
  Feat 5
  Satyr
  Prerequisites Satyr Weapon Familiarity
  You are particularly adept at fighting with your people’s fa-
  vored weapons. Whenever you critically succeed at an attack 
  roll using one of the weapons listed in Satyr Weapon Famil-
  iarity, you apply the weapon’s critical specialization effect. 
  9th Level
  Critic 
  Feat 9
  Satyr
  Your wide experience with different performances allows you 
  to more easily resist certain magic. You gain a +2 circum-
  stance bonus on saving throws made to resist spells with the 
  auditory or visual traits.
  Music Lover 
  Feat 9
  Satyr
  Your love for music allows you to benefit more from the pow-
  er of magical compositions. Whenever you are affected by a 
  spell with the composition trait, you may choose to increase 
  the effect’s duration for you by 1 round. This does not impact 
  the effect’s duration for other affected creatures.
  Sleep Wine 
  Feat 9
  Satyr
  Prerequisites Sylvan Wine
  Whenever you use your Sylvan Wine ability, you can choose 
  to create sleep wine, instead. A creature that drinks the wine 
  is affected as though by the spell sleep. The saving throw DC 
  is equal to your spell DC. If you don’t have the ability to cast 
  spells, the DC uses your Charisma modifier as your spellcast-
  ing ability modifier. Additionally, you can use Sylvan Wine 
  one additional time each day.
  13th Level
  Kiss for Good Luck 
  Feat 13
  Satyr
  Frequency once per day
  You are empowered by gestures of physical affection. Once 
  per day, when you receive a kiss or similar gesture of affection 
  from a willing creature, you gain a single luck point. You can 
  have up to three luck points at any given time. You can ex-
  pend a luck point before making any d20 roll to roll twice and 
  take the better result. Alternatively, in certain circumstances, 
  the GM may allow you to expend luck points to achieve other 
  effects.
  Maddening Wine 
  Feat 13
  Satyr
  Prerequisites Charming Wine or Sleep Wine
  Whenever you use your Sylvan Wine ability, you can choose 
  to expend two uses of that ability to create maddening wine, 
  instead. A creature that drinks the wine must make a Will 
  save.
  Critical Success The target gains a +2 item bonus on 
  attack and damage rolls for 1 minute, with no other 
  effect.
  Success The target is unaffected.
  Failure The target gains a +2 item bonus on attack and 
  damage rolls for 1 minute, and is confused for 1 min-
  ute. If the target loses the confused condition for any 
  reason, she also loses the item bonuses.
  Critical Failure The target gains a +4 item bonus on at-
  tack and damage rolls for 10 minutes, is confused for 
  10 minutes, and cannot make the normal DC 11 flat 
  check to end the confused condition whenever she 
  takes damage. If the target loses the confused condi-
  tion for any reason, she also loses the item bonuses.
  Additionally, you can use Sylvan Wine one additional time 
  each day.
  Satyr Weapon Expertise 
  Feat 13
  Satyr
  Prerequisites Satyr Weapon Familiarity
  Your satyr affinity blends with your class training, granting 
  you great skill with satyr weapons. Whenever you gain a class 
  feature that grants you expert or greater proficiency in a given 
  weapon or weapons, you also gain that proficiency for all 
  weapons listed in Satyr Weapon Familiarity.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
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  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Exotic Ancestries - Satyr © 2019, Necromancers of the Northwest; Designers: 
  Alex Riggs, Joshua Zaback.
  END OF LICENSE 
  
  Wise Nature Spirit, or Lecherous Drunkard?
  
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