Fenn

__NOTOC__
Wears a Linen Shirt.
=== Weapon Proficiencies ===
*Martial Arts - Style A (2)
*Martial Arts - Style B (2) - Special. (2)
*Martial Arts - Style C (2)
*Martial Arts - Style D (2)
=== Non-Weapon Proficiencies ===
*Flying Kick (3)
*Spring (9) - 15 ft up, 20 ft reach
*Instant Stand (3)
*Crushing Blow (3)
*Music. Instrument: Bagpipes (2+1)
*Music. Instrument: Pan Pipes (2+1)
*Music (6)
*Brewing (2)
*Tumbling (2)
*Quickness (6)
*Dancing (2)
*Hide in Natural Setting = 90%
==Character Points: 0/72 (+5)==
===Abilities (-25)===
*d12 for HP (-10)
*Defense Bonus (-10): +2 AC if unarmoured & unencumbered
*Weapon Specialization (-5)
Quickness (2 slots/6 CP) Dexterity/Aim
*A character with this talent is unusually fast. Her hand-eye coordination is excellent, and she can often get past her opponent's defenses before they realize how quick she really is. In combat, she gains a special –2 bonus to her initiative roll if she makes a proficiency check. She can use this bonus if she moves or makes an attack with a weapon of average speed or quicker, but her special bonus does not apply to attacks with slow weapons or stationary actions such as guarding or parrying.
===Restrictions (+35)===
*No Armour (15)
*Only Thief Weapons (5)
*Barred Magical Items (15): Weapons; Armour; Potions, Oils & Scroll
=== Equipment ===
*Bagpipes
*Pan Pipes
=== Languages ===
*Common, Satyr
=== Satyr Racial Abilities ===
* Natural Attack: 2d4 Headbutt
* Hide in Natural Setting 90%
* Infravision 60 ft
* Hard to Surprise: +2 to all surprise checks
* Create magical pipes: Satyrs can create pan pipes that can cast charm, sleep, or cause fear effects within a 60-foot radius. To gain this ability, the satyr must invest 4 character points in the music/instrument trait when first created, and then devote 2 character points to the Music proficiency at least three times. He can't spend more than 2 character points per level on the proficiency, so the earliest he can gain this ability is at 3rd level. The pipes themselves are easily crafted and have no magical properties: it's the satyr's unearthly skill that creates the magical effects. 
* Easily distracted: Satyrs are very susceptible to distraction. Encountering a female of 15 or higher Charisma causes the satyr to forget everything except the idea of wooing the woman for 1-6 full turns, or even more if she is at all friendly. Even a bitter enemy can fascinate the satyr if she makes any effort at all, and in all circumstances satyrs have to succeed in a saving throw versus spells to consciously harm a beautiful woman or ignore her. A bottle of strong drink can have the same effect.
Category:2nd Edition Characters
Category:Shenanigans Characters
Category:Satyr Characters
Category:Fighter Characters