Faun (CR 1/2)
Alignment: Usually chaotic neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: Listen +3 and Spot +3
Languages: Sylvan and Common
AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Hit Dice: 1d6 (4 hp); DR: 5/iron
Fort +0, Ref +3, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Shortspear +0 melee; or shortbow +1 ranged
Full Attack: Shortspear +0 melee; or shortbow +1 ranged
Damage: Shortspear 1d6; shortbow 1d6
Special Attacks/Actions: -
Abilities: Str 11, Dex 12, Con 10, Int 11, Wis 9,, Cha -
Special Qualities: Faun traits
Feats: Improved Initiative
Skills: Bluff +2, Diplomacy +2, Hide +7, Knowledge (nature) +3, Listen +3, Move Silently +7, Perform +3*, Spot +3, and Survival +5
Advancement: By character class
Climate/Terrain: Any forest
Organization: Solitary, troupe (2-12), or band (15-60)
Deities and Demigods
Faun Traits (Ex): Fauns benefit from a number of racial traits.
- Low-light vision.
- Musical Ability: When a faun uses a magic flute or set of pipes, including pipes of haunting, pipes of pain, pipes of the sewers, or pipes of sounding, the saving throw DC for any effect of the item is increased by +2. In addition, a faun character with the Use Magic Device skill can use a satyr's pipes to create the magical effects that satyrs produce on the pipes. The check DC is the same as for emulating a race, DC 25.
- Musical Resistance: Fauns receive a +2 bonus on saving throws made to resist musical effects, including sonic spells, bardic music, Otto's irresistible dance, and the effects of magical pipes, harps, lyres, and other instruments.
Skills: Fauns receive a +2 racial bonus on Hide, Move Silently, and Survival checks, and a +4 racial bonus on Perform checks made while playing flutes or pipes.
Fauns dislike combat and avoid it when possible. They have no misguided notions of courage or honor that would interfere with fleeing from a dangerous foe. They are not cowardly; they simply do not fight if it is not necessary.