The Satyr. Satyrs are described as roguish but faint-hearted folk — subversive and dangerous, yet shy and cowardly. They're lovers of wine and women, good times and music. There is a bit of a trickster side to them as well.
This god comes with his own powers, as all gods do. Satyrs can be sneaky little devils, and their musical instrument of choice can put anyone into a stupor for a amount of time (depending on that person and their abilities). They are also very good at creating chaos. This satyr's powers are as follows
Charm: When using their instrument, they have a chance to put the person in a charmed state, where they are extremely pliable and willing to do what the satyr commands as long as he continues to play. A maximum of five rounds this can be used. Rp wise, it can be used for what would feel like five to ten minutes in the world. Every player gets a save against the charm effect, and must roll a 20 or higher to pass.
Confusion: Satyr's can cause chaos at the drop of a hat, so for one round, it can confuse it's foes, leaving them unable to do anything against him, and possibly even cause damage to themselves in the confusion. Saving throw against this must reach an 18 or more to pass, in which case attacks by that foe next are half damage, due to slight confusion. RP wise, this will last for only a minute, but may give the satyr pleasure, or even a chance to get away.
Create Wine: Not the most offensive of powers, but they're known for their partying habits. So in the spirit of that, satyrs can create barrels of wine, low enough for lions and other animals to drink from. This will mean that partying can ensue.