Leaping nimbly to the deck of your burning ship is a lithe, savage, beautiful female humanoid, sporting intricate body tattoos and two heavy horns curling out of her skull.

Satyrine (CR 1/2; XP 200)
Female satyrine gunslinger 1
NE Medium fey (satyrine)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 15, touch 13, flat-footed 12
(+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will -1
Speed 30 ft.
Melee longsword +1 (1d8/19-20), headbutt +1 (1d6 nl plus daze)
Ranged pistol +4 (1d8/x4)
Special Attacks beguile (DC 14), grit (1)
Str 10, Dex 17, Con 12, Int 6, Wis 13, Cha 16
Base Atk +1; CMB +2; CMD 15 (19 vs. bull rush, trip)
Feats Gunsmithing, Improved Initiative
Skills Bluff +4, Perception +5, Profession (sailor) +6; Racial Modifiers +1 Bluff, +1 Profession (sailor)
Languages Common, Sylvan
Environment aquatic, jungle
Organization solitary (Chosen of Nise), cohort (1d6 human pirates and one 2nd level satyrine), or raid (2 cohorts and one 4th level satyrine), or crew (3 raids and one 8th level satyrine)
Treasure npc gear (pistol, leather armor, other gear)
Special Abilities
Beguile (Su) The savage beauty of the satyrine is legendary and can be used to entrance male opponents. Once per day, as a standard action a satyrine can attempt to beguile a single male as per a heightened charm person spell. The level of the spell is treated as ½ the satyrine’s character level (maximum 9th level). The save DC is Charisma-based.
Headbutt (Ex) Satyrines sometimes lure their opponents close to deliver a devastating headbutt. The headbutt deals nonlethal damage but if the satyrine deals 6 or more points of damage, the opponent must make a Fortitude save (DC 10) or be dazed for one round. The save DC is Strength-based.

Satyrines are not a numerous race, and do not seem to desire conquest or grand cities; for them, plunder and adventure is all. Their ships are feared on many seas for this reason, and the irresistible satyrine captains frequently demand duels and combat for their lusty underlings, regardless of the terms for surrender or defeat. Their skills on the open sea are readily apparent, as is their willingness to fight. Satyrine ships are often stripped of weapons to facilitate speed, to accommodate their desire for boarding actions. Any losses of their smitten male crews can be replaced with newer victims/ paramours.

The obvious connection between the (apparently) all-female race of satyrines and the fey race of satyrs is not readily explained, but there are significant differences. Satyrines walk on humanoid feet, not hooves, and though they bear a light down on their bodies, they do not have the goatish appearance of their would-be woodland relatives. The occasion of the two races’ meetings would be interesting, indeed. Satyrines reproduce rather infrequently by means of a seduced male, preferably human and easily dominated. It is rumored that pregnant satyrine must spend their confinement on land, but where this breeding ground could be, no one knows. Satyrines dislike going ashore at the best of times, though those among their race with specific class needs tolerate it, especially wild and wooly port cities. It is fairly common knowledge that males born to satyrines are sacrificed to their goddess, in the sea, and fit females are raised in the ship’s nursery, a shocking phenomenon in a pirate ship, to be sure.

Satyrine Racial Characteristics1
Satyrine player characters are defined by class levels—they do not possess racial hit dice. All satyrine characters possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, -2 Intelligence: Satyrines are unnaturally graceful and beautiful but lack many of the logic and processing skills needed for book learning.
  • Fey: Satyrine are fey creatures with the satyrine subtype.
  • Medium: Satyrine are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Satyrines have a base speed of 30 feet.
  • Low-light Vision: In conditions of dim light, satyrines can see twice as far as normal humans.
  • Beguile (Su): The savage beauty of the satyrine is legendary and can be used to entrance male opponents. Once per day as a standard action, a satyrine can attempt to beguile a single male as per a heightened charm person spell. The level of the spell is treated as 1/2 the satyrine’s character level (maximum 9th level). The save DC is Charisma-based.
  • Headbutt (Ex): Satyrines possess a primary natural attack that deals 1d6 points of nonlethal damage. If their attack deals 6 or more points of damage, the victim must make a Fortitude save (DC 10 + 1/2 the satyrine’s Hit Dice + the satyrine’s Strength modifier) or be dazed for 1 round.
  • Stability: Satyrines gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground or on a ship.
  • Pirate’s Life: Satyrines gain a +1 racial bonus to Bluff and Profession (sailor) checks.
  • Languages: Satyrines begin play speaking Common and Sylvan. Satyrines with high Intelligence scores can choose from among the following bonus languages: Abyssal, Aquan, Maenad, and Terran.

Satyrine prowl the Haunted Sea, but can be found anywhere that a challenge can be found. They are fanatical devotees of Nise and only a ship with one of her faithful on board can even consider parley.

The Moon’s Daughter is a typical ship commanded by satyrine, one sailing the seas of Porphyra looking for challenge, adventure, and a good fight. The Moon’s Daughter is a three-master sailing ship of the barque variety, deep-hulled with three decks and a forecastle for the satyrine commanders. It is fitted with a ram, depicting the horned head of a grinning satyrine, that can be cleverly lowered out of a groove on the bow. It is also armed with a ballista manned by a female half-giant named Donnak, who uses it to deadly effect. She and the other 31 devoted pirate crew of the Moon’s Daughter use the Shipmate template, as do the 6 satyrine cohort leaders. The three raid mates use the Guard Officer template, substituting studded leather armor, and cutlasses for weapons, with the corresponding feats. Arta, Daxia, and Ferra all report to Captain Delianna. All satyrine pirates apply the satyrine racial characteristics to their templates, and are of the chaotic neutral alignment.

The Moon’s Daughter also carries a priestess of Nise on board, to ensure the piety of the satyrine faithful. The priestess, Delfia, uses the Cultist template in the GameMastery Guide, and has two assistant/bodyguards with her, Ara and Daena, who conform to the satyrine Gunslinger profile presented here. They maintain a tent on the foredeck, near the sacred ram, upon which Daena will cast magic weapon during attack runs. The Moon’s Daughter currently carries a month’s worth of food and water for her crew, bales of arrows and ballista bolts for several engagements worth, a chest of 1,000 silver for possible purchases, and their only prize to date, a captured aristocrat from The Pinnacle Lands named Artaxon Zol. Captain Delianna also may or may not have a treasure map in her possession, indifferent to its treasure, but certainly valuable to someone else…

See Also