Still playing around with Satyrs... in an entire SFW way mind you. Here is what I have so far, still haven't worked up the actual classes but at least I have a framework for them. I based the XP costs on the gnome, subtracting the cost of the equiv level of arcane from each value, then working out the cost of 4 racial powers by putting it ruffly in the middle. Its probably horribly unbalanced, but it is a first draft. At Satyr 0 you have some basic nature powers and a little music talent, at Satyr 1 you are basically a D&D MM Satyr. I left their appearance incredibly variable as I like the idea that players can be anything from Krampus to a red skinned Mr Tumnus. If anybody makes their own classes using this let me know.
Still working on the actual custom classes, but here are satyrs presented as a racial value for Adventurer Conqueror King as per the Players Companion custom class rules.
SATYR CUSTOM CLASSES
Satyrs are a race of humanoids born of born of the sorcerous or divine mingling of Man and Goat, Sheep, or Deer. Although humans consider them just another tribe of beast-men, the Satyrs believe themselves to be the many and varied offspring of a wild collection of ungulate gods. All satyrs have hooved ungulate like legs, and the torsos of men, wether they have the faces of beasts or men they all have horns of one style or another.
Two strange features separate Satyrs from most other beast-men.
First: A satyrs offspring of the same gender will always be a satyr of the same type as its parent. Meaning that if a doe-like Satyress mates with a human male her sons will be human and her daughters will be doe-like satyrs, similarly very human looking Satyr who has a child with an ogress will have a very human looking Satyr for a son, or an ogress for a daughter.
Second: All Satyrs have an inherent drive to produce the wild, strange, and sorcerous music of their kind. From the day they are born strange notes, born on eldritch starlight, burrow their way into the satyrs mind and demand expression.
Satyrs form single-gendered matrilineal or patrilineal clans headed by their eldest same-gendered ancestor. These clans are the basis of satyr identity and culture as, no matter how varied the race as a whole may be, members of the same clan tend to appear very similar, with only very slight differences due to non-satyr parentages.
All Satyr classes require a minimum 9 or better in Dexterity and Charisma, despite their bestial natures they have an eerie animal magnetism.
CLASS CATEGORY VALUES
Arcane: Satyrs can never have an Arcane value Higher than two due to their natural lack of discipline. A satyr who dedicates himself to the arcane will find his natural desires to be at odds with his studies.
Divine: Satyrs can never have a Divine value Higher than two, due to their relationships with elder beings. The satyrs own pantheon of lusty ungulate demon gods neither respect nor recognize absolute devotion to anything but their bestial natures, and those who follow human gods find themselves trapped in a celestial framework which only nominally includes them.
Value Satyr XP Cost
4 Satyr + 6 Racial Powers 750
3 Satyr + 5 Racial Powers 650
2 Satyr + 4 Racial Powers 550
1 Satyr + 3 Racial Powers 450
0 Satyr 250
When building a Satyr custom class, assign between 0 and 4 build points to the class’s Satyr Value. At Satyr 0, all Satyr gain the following Satyr custom powers:
Rural Folk: A Satyr can seemingly disappear in woodland settings on a proficiency throw of 3+, and when in a dungeon they can disappear on a throw of 14+.
Friend of Birds and Beasts: The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen. This is effectively the Beast Friendship proficiency, selected as a custom power.
Horns: A Satyr may make a heat-butting attack for 1d6 damage.
Performance: Satyr culture is saturated in the strange alien music of their lustful gods. Every satyr gains one rank in the Performance proficiency specific to the musical style of their clan. At higher Satyr values the satyr learns to create spell-like effects with their music.
Adding points into the Satyr value grants the following powers to Satyr racial classes.
Satyr 1: The satyr can use the traditional instruments of his people, and their strange alien tones, to seduce, pacify, or terrify those who listen, as per the spells Charm Person, Create Fear, and Sleep, this works like the Magical Music Proficiency.
Satyr 2: As above, plus the satyr can Speak with Animals at will
Satyr 3: All of the above, plus the Satyr can now use his music to Charm Animals as per the spell, this works like the Magical Music Proficiency.
Satyr 4: All of the above, plus the satyr can Enthrall as per the spell, this works like the Magical Music Proficiency.