Few satyrs become warriors or barbarians, so they don't possess the tough, front line soldiers that other forces do. In their strongholds they rely on corrupted ancient protectors to serve in this capacity; but when they strike out at others, they are weak in this area. Many satyrs become rogues, and this disparity is one reason they prefer ambushes and guerilla tactics — hopefully, satyr rogues can incapacitate enemy warriors soon after combat is joined, thereby leaving them free to strike at vulnerable spellcasters and war machine crews.
Satyr rogues who distinguish themselves — or show a certain penchant for painful traps and ambushes — are called satyr tricksters. Satyr ranged support usually comes from magic. A few satyrs become necromancers or warlocks; some become dark spellcasters called soulstealers or hellcallers (see the satyr hellcaller racial iconic class in Chapter 2). Satyr rogues are fairly common. Some rogues take a few levels in warlock in order to add some curses to their repertoire; these individuals are called shadowdancers. Warlocks, necromancers, hellcallers, and rogues work well together; the rogues dart in to disembowel their enemies while the spellcasters summon reinforcements, enhance their allies, hamper their enemies, and call up blasts of entropic flame.
Satyr Hellcaller, 10th-Level Hellcaller* Male Satyr: CR 10; Medium humanoid (satyr); HD 10d6+10, hp 47; Init +8; Spd 30 ft.; AC 20, touch 17, flat-footed 16; Base Atk +5; Grp +6; Atk +6 melee (1d6+1/18-20, scimitar); Full Atk +6 melee (1d6+1/18-20, scimitar); SA extra burn, fan of fire, fel substitution, summon entropic fire (DC 14 + spell level); SQ darkvision 60 ft., satyr traits; AL CE; SV Fort +4, Ref +7, Will +7; Str 12, Agy 18, Sta 12, Int 18, Spt 10, Cha 11.
Languages Spoken: Common, Darnassian, Goblin, Low Common and Orcish.
Skills: Bluff +13, Concentration +14, Craft (alchemy) + 17, Knowledge (arcana) +17, Knowledge (local) +17, Spellcraft +19.
Feats: Brilliant Leadership, Dodge, Improved Initiative, Leadership, Scribe ScrollB.
Hellcaller Spells (5/6/6/5/5/3; save DC 14 + spell level): The satyr hellcaster's high Intellect score and ranks in Spellcraft allow him to prepare 12 spells per level; he can prepare many of the spells on the arcanist and warlock spell lists. He usually spends his spell slots to create blasts of entropic fire.
Possessions: Scimitar, bracers of armor +3, ring of protection +3, wand of searing painf, two lesser mana draughts, two greater healing draughts, spell component pouch, spellbooks.
* The satyr hellcaller uses the satyr hellcaller racial iconic class presented in Chapter 2.
t See the Horde Player's Guide.
f See More Magic and Mayhem.
Was this article helpful?