Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: gruppo satiri

salve ho intenzione di giocare con dei miei amici un gruppo di Satiri in cui 
masterizzeremo a turno, più che altro per fare una campagna incentrata molto 
sull'interpretazione e il cazzeggio.
Però non ho trovato su nessun manuale le caratteristiche e le statistiche 
razziali,anche se non è fondamentale volevo dare realismo ai personaggi.
L'unica cosa che ho trovato sono stati dei modificatori alle abilità sul 
manuale dei mostri.
Se qualcuno sa come aiutarmi vi ringrazio anticipatamente. 


Per OD&D c'era qualcosa sul Pc1, le descrizioni (le stat a livello di regole 
erano relative all'OD&D, per cui non sto a postarle) che ne dava erano:
Lotis: Our brothers, the fauns, are a lively, festive race. They dislike 
violence and seriousness, and are generally incapable of comprehending races 
that have much of either—though they understand violence more than 
seriousness. Fauns are supported by nature's bounty; everything they need is 
there for the taking. The one important thing nature does not pro-vide to them 
is wine, so they make it themselves, but only because they are so terribly 
fond of drinking it. They would prefer not to work at all, and will not 
hesitate a moment if offered any opportunity to get the drink by any other 
means, including theft. Bribes of wine are the quickest way to a faun's heart.
Fauns may be best described by a single word: impulsive. They are full of 
animal passions, which they cannot separate from the act of seeking immediate 
fulfillment. In their dialect of our shared language, the word meaning "to 
desire something" is actually the very same word that means "to act to get 
some-thing." It is well to keep this in mind when you deal with them. If it 
strikes a faun, for example, that he likes some trinket—say, a neat magic item 
or piece of jewelry—the concept of wanting to own it is inseparable from the 
concept of trying to gain it. The faun is therefore likely to do whatever is 
possible (theft, bar-gain, etc.) to acquire it.
Fauns have no conscience in the way you human beings do. Accurately, they 
perceive themselves as a part or extension of nature. Their impulses are 
there-fore directly from nature. How can one question nature, since it is what 
one comes from, it is what one is? One of course simply follows. Impulse and 
action are one. In this philosophy, there is no need (or room) For a 
conscience, since there is no difference between right and wrong. If something 
is done, it springs from nature; it simply is. If you asked a faun if what he 
did—say, stealing your trinket—was right, he will be puzzled. If you force him 
to think about it, he would have to say, it was nature; if you think nature is 
good, then the action was good; if you think nature is bad, then it was bad. 
As for himself, the faun doesn't bother thinking about such silly questions. 
To do so would he to waste valuable time that could be spent being impulsive, 
natural, and fully alive.
Few fauns that I've known could tolerate a conversation that went so far; 
they'd be too busy following whatever impulses occurred along the way. The 
race is not intellectual. The few with any longstanding philosophical impulses 
have generally concluded that nature is good, and so is life, so they need not 
think any more and instead should get on with living. Humans and demi-humans, 
who see some difference between impulse and action, and who are always 
struggling with what they "ought" to do and repressing their desires, are 
believed by fauns to be strange and perverted.
On the other hand, most other races usually de-scribe the fauns in this very 
way—strange and perverted. They think the goat-people arc dirty, stupid, rude, 
crude, cowardly, and malicious. A faun has no problem with these descriptions, 
because he doesn't attach any value judgments to them. For example, il you 
tell a faun he's cowardly, he'll interpret that as "this human is saying that 
I decided to run away from this dragon rather than fight it." If it is true, 
he has tc agree. The impulse was to run rather than be fried, sc the action 
was the same. The same could be said for "dirty"—covered with grime, because 
the faun hasn't had the urge to bathe in a few weeks. In neither case does the 
faun have any concept of that state being "bad"—any more than he would see the 
re-verse as "good." It just is.
An interesting fact stemming from this point of view is that it is impossible 
to insult a faun: If you try—say, by calling him a dirty little coward—he will 
agree with you if the description seems factually correct, and disagree if it 
doesn't. Neither way makes any difference to him.
As might be guessed, many humans are quickly frustrated when they try to deal 
with this curious race.
The favorite activities—that is, the most common impulses—of fauns are 
feasting, drinking, pursuing dryads, and dancing. They like to dance after 
dark, particularly by moonlight; in the late hours they also often enjoy 
teasing neighbors who are of other races. Sometimes a band of fauns sees fit 
to buzz a nearby human farm, knocking on doors and windows, whooping and 
yelling, and playing strange music. More than one family so terrorized has 
thought they were being assaulted by a horde of devils. Fauns find it very 
amusing that so many other races keep regular hours; they themselves are awake 
or asleep as suits their whim.
When dealing with fauns, it is essential for you to understand their nature. 
If you want to keep a faun from harassing a farmer, it does no good to 
"reason" with him, trying to convince him it's not right or some such; 
instead, you must stir some other impulse; you might suggest that there are 
some dryads back in the forest just waiting to be chased.
Music is another primary faunish impulse. It may be their sole intellectual 
pursuit; ever since shepherd's pipes, their favorite instrument, were 
in-vented, fauns have spent countless hours tripping through the forests, 
meadows and mountainside, tirelessly improvising performances of their 
peculiar, haunting music, until a more urgent impulse diverts their attention. 
The centaur sage, Chiron, is said to have offered this as proof of the 
superiority of intellectual pleasures.
For lack of appropriate impulses, fauns have no organized religion, but they 
often do revere an Immortal named Faunus (sometimes called Inuus or Lupercus), 
whom some believe to be their ancestor. He is the patron of herding, hunting, 
and husbandry :especially shepherding), and the purported inventor 3f poetry. 
Those who honor him, seeking his assistance, celebrate two winter festivals, 
the Faunalia, in his honor. On these days the country folk sacrifice ;oats, 
wine, and milk, and hold various games.
Faunus may send his followers prophecies by the sounds of the forest or by 
dreams.
All fauns are male. They reproduce by mating with other human-like races, 
particularly dryads. The off-spring of dryads and fauns are fauns half the 
time, dryads the other half. The offspring of other faunish unions are always 
of the father's race—that is, fauns.
Fauns (also known as satyrs or, when they are old, sileni) are benevolent wood 
spirits, dwelling in caves and beside springs. Like hamadryads, they are the 
manifestation of nature's life-forces, particularly those of water; but they 
are not connected to specific things, as dryads are to trees.
Their appearance varies, but in all cases a faun seems a combination of man 
and beast, human-sized or somewhat smaller. All fauns are male. Some have the 
ears and tail of a goat, horse, don-key, or mule; some have horns and cloven 
feet, possibly even goats' furry legs, as well. If their ears are not those of 
animals, they are pointed, likes elves', and large. Most fauns prefer not to 
wear any clothing, save perhaps a wreath or crown of leaves and twigs.
Fauns are usually of Chaotic alignment—but this does not mean they are evil. 
They are, how-ever, impulsive and entirely unpredictable; chaotic swings of 
mood and impulse may make a faun seem the model of gentle kindness one moment, 
and diabolically cruel in the next.
If carefully role-played, fauns may work well as a new race for adventures in 
both the wilderness and dungeons (although the latter are likely to make fauns 
rather uncomfortable; they are far more at home outdoors).
If played exactly as described above, fauns might make difficult companions. 
Their impulsiveness makes them unreliable, at best. It is therefore 
recommended that player creature fauns be unusual in temperament—probably 
still somewhat Chaotic, or at least Neutral in alignment, but capable of 
differentiating between urge and action. A player faun is assumed to be 
intelligent enough to realize that humans and demi-humans think differently 
than he does; and if he wishes to get along in their company, he must suppress 
some of his impulses. Of course, he might not like this, and might continually 
argue with other characters about how absurd it is to act as they do; but that 
is a fun part of role-playing a faun.
If player creature fauns are not like this, but like the NPCs above, one 
played properly would be far too chaotic and extremely disruptive to party 
unity (and very boring very soon).
Fauns on the whole lack consideration for either magic or Immortals, but there 
are rare exceptions—no more than one in 100, perhaps. A faun of exceptional 
Wisdom (minimum 15) may be aware of the Immortals, and may try to gain the 
favor of one. To do so, it is imperative that another faunish shaman be sought 
out to give the novice guidance; and, considering the rarity of satyr shamans, 
this is no small mat-ter. A faun may have to adventure through several 
experience levels before a teacher is even found. 

 ha scritto nel messaggio 
news:g87Ae.140055$75.60...@news4.tin.it...

Satyrs As Characters
Satyr characters possess the following racial traits.
+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
Medium size.
A satyr's base land speed is 40 feet.
Low-light vision.
Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 
Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort 
+1, Ref +4, and Will +4.
Racial Skills: A satyr's fey levels give it skill points equal to 8 x (6 + 
Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, 
Move Silently, Perform, and Spot. Satyrs have a +4 racial
bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Racial Feats: A satyr's fey levels give it two feats. A satyr receives 
Alertness as a bonus feat.
+4 natural armor bonus.
Natural Weapons: Head butt (1d6).
Special Attacks (see above): Pipes.
Special Qualities (see above): Damage reduction 5/cold iron.
Automatic Languages: Sylvan. Bonus Languages: Common, Elven,
Gnome.
Favored Class: Bard.
Level adjustment +2.

donzauker ha scritto:

Ciao, se riesci ad entrare in possesso del bel libricino savage species 
(non so bene come lo abbiano tradotto in italiano, forse razze 
selvagge?) li c'è una spiegazione più che esauriente su come giocare 
ogni singola razza mostruosa. E' della 3.5 quindi dovrebbe andare più 
che bene.

#include "donzauker.h"

Prova col manuale, o anche meglio dato che e' gratuita con la srd, della 3.5...
quasi tutti i mostri hanno le modifiche per usarli come pg... per le
caratteristiche i modificatori li trovi in 2 secondi netti:
prendi ogni caratteristica, sottrai 10 se e' pari, 11 se e' dispari, e quello e'
l'incremento alla caratteristica...
Esempio:
Poniamo che una certa creatura abbia for16 cos12 des15 int11 sag10 car6...
Forza: 16-10= +6
Destrezza: 15-11= +4
Costituzione: 12-10= +2
Intelligenza: 11-11= 0
Saggezza: 10-10= 0
Carisma: 6-10= -4
E quindi, se la usi come pg, la creatura in questione avra' +6 a forza, +2 a
costituzione, +4 a destrezza e -4 al carisma...
e questo per quanto riguarda le caratteristiche... per il resto, come ti ho
detto, fai riferimento alla srd della 3.5...
---
Blackstorm
*Con due angeli ed un'amica al seguito*
Datemene uno con un browser testuale, un eroe fuori dal cinema alle tre di
notte. Datemelo che ti accompagni sempre a casa, anche se piove, anche se fa
freddo, anche se un passo più in là finisce il mondo. Datemelo che scriva
lettere belle non a me, e se poi le leggo va be', mica è colpa mia.{Angelus}
God saves. (And take only half damage.)
[ICQ #116647346]