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Region: Satyrs live in the forests in northern Kalimdor, where they have dwelt for ten millennia. Felwood is particularly rife with them. Some also live in Desolace, halfway down Kalimdor's western coast. Rumors say that a few satyrs have established tribes in forested areas across the sea, but these stories remain unsubstantiated.

Affiliation: Burning Legion. Satyrs are demons and members of the Burning Legion. However, they are chaotic, and don't necessarily get along with each other; different groups occasionally go to war.

Faith: Satyrs have little inclination toward philosophy or religion. Healers are unknown in their society. Most satyrs venerate Xavius as their creator and patron, and satyrs give their allegiance to the Burning Legion unconditionally.

Names: Satyr naming practices are similar to those of their original race, but focus on their unique and corrupt natures. Their surnames often develop from their evil deeds, while some go without surnames. A few satyrs don't change dieir names after their transformations

• Male Names: Zalan, Delmanis, Makron, Zevrim.

• Female Names: Akhzor, Nektis, Zydaxxis.

• TribeNames: Banebreadi, Darkthought, Thornhoof, Vileclaw.

Racial

Traits

• +2 Agility, -2 Spirit, -2 Charisma. Satyrs are quick and dexterous, but their senses are too wild to remain focused : for long and their crazed mindset does not endear diem to others.

• Medium: As Medium creatures, satyrs have no bonuses or penalties based on their size.

• Satyr base land speed is 30 feet.

• Outsider: Satyrs are outsiders, not humanoids. They are immune to hold person and other effects that specifically target humanoids.

• Subtypes: Satyrs have the chaotic, demon, evil, and native subtypes. A satyr possesses these subtypes even if he is not evil and/or chaotic.

• Darkvision: Satyrs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.

• Claws (Ex): Satyrs have razor-sharp claws. Each claw deals 1d4 points of damage + the satyr's Strength bonus. Satyrs can make two claw attacks in the same round without penalty. See the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, "Natural Weapons," for more information on natural weapons.

• Satyrs have a +2 racial bonus on Knowledge (nature) and Survival checks. These skills are class skills for all satyr characters.

• Satyrs have a +2 racial bonus on Stealth checks.

• Immortality: As demons, satyrs are immortal and never suffer the effects aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • Automatic Languages: Eredun and whatever was the primary language of die satyr's former race.

Bonus

Languages: Darnassian, Low Common, Goblin, Orcish and Thalassian. (Unless Lie of diese the satyr's primary language in his former life, in which case it is an automatic language.) Satyrs pick up the languages of their enemies and those creatures that diey might find useful. • Racial Levels: Unlike humans and some other races, satyrs can take a few levels in "satyr" as a class to develop dieir racial qualities more fully.

• Favored Class: Rogue. A multiclass satyr's rogue class does not count when determining whether he suffers an XP penalty for multiclassing (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).

SaryR Levels

Satyrs can take up to three levels in "satyr" at any time. A satyr who takes racial levels gains power based on the satyrs' legacy as part of the Burning Legion. Satyrs with racial levels embrace the wild depravity characteristic of their kind.

Skill Points at 1st Character Level: (4 + Int modifier) x 4.

Skill Points at Higher Levels: 4 + Int modifier.

"Class" Skills: Bluff (Cha), Escape Artist (Agy), Intimidate (Cha), Knowledge (nature) (Int), Stealth (Agy), Survival (Spt), Tumble (Agy), and Use Rope (Agy). See Chapter 5: Skills in WoW RPG for skill descriptions.

Starting Gold: A lst-level satyr with a level in satyr begins play with 3d4 x 10 gold pieces.

Weapon and Armor Proficiency: Satyrs with levels in satyr gain proficiency with all simple weapons and light armor.

Backstab (Ex): The satyr has the backstab ability, just like a rogue (see WoW RPG, Chapter 3: Classes, "Rogue"). This ability stacks with the rogue ability.

Stealthy (Ex): The satyr gains a +2 bonus on Stealth checks.

Shadowmeld (Sp): At 2nd level, the satyr can use shadowmeld as a spell-like ability. He can use this ability a number of times per day equal to his satyr level; his caster level equals his satyr level.

Satyr Finesse (Ex): Satyrs are skilled at wielding their weapons dexterously. At 3rd level, the satyr selects a one-handed melee weapon with which he is proficient (such as morningstar or scimitar). He can add his Agility bonus instead of his Strength bonus on attack rolls with that weapon.

Wild Rush (Ex): At 3rd-level, if the satyr charges a foe, he can make a full attack. However, the opponent gets an attack of opportunity against the satyr before the satyr attacks. In addition, the satyr takes a -4 penalty to AC for 1 round instead of the normal -2.

The satyr can opt to make a normal charge instead of a wild rush.

Table 1-8: The SatyR

Base

Attack Fort

Bonus Save

Ref Will Save Save

Special

Backstab +ld6. stealthy

+1 Aailitv. shadowmeld

Backstab +2d6. satvr finesse. wild rush

Description: Tuskarr are friendly, stouthearted humanoids resembling walruses. They live in Northrend and their thick bodies are well adapted to the cold winters of the region. Although peaceful, tuskarr wage constant battle against the Drakkari ice trolls and nerubians. They have thus far managed to avoid the Scourge, but the tuskarr know that eventually they must either fight them or flee.

Tuskarr society revolves around fishing and whaling. Not only do the tuskarr excel at these trades, but their self-contained economy is based upon these professions. Fishing and whaling are not just the mainstays of tuskarr society, but also a reflection of one's own character. Being skilled at fishing is considered evidence of good morals, whereas poor fishing is seen as evidence of some moral deficiency.

Tuskarr communities are not organized. Villages arise out of a need to coordinate efforts at fishing, whaling, animal husbandry, and defense, rather than for political reasons. Tuskarr do not have community leaders, and the family is the primary social structure. Kinship usually involves three generations from both the mother and father's sides. Functionally, these extended families are treated as one, so the action of any member is the responsibility of the entire group. Marriage occurs for a tuskarr man when he can support a wife, and for a tuskarr woman as soon as she reaches puberty.

Tuskarr law requires all tuskarr to help supply the community with food, clothing and other necessities. Also, all tuskarr must contribute to the defense of their village. The sea is considered communal property for fishing and whaling, and catches are always divided equally among the community. Tuskarr laws are simple and meant to maintain communal peace. Punishment is generally mild and involves loss of social standing through ridicule or ostracism. However, when someone takes a tuskarr's life, blood vengeance is the only allowable response.

Tuskarr make good heroes. While few tuskarr leave their villages and families, a few are driven to explore w o

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