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 Nymph class, Look at me.
Sig
Posted: Jan 24 2008, 05:47 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Nymph Sustainer

"Would you touch me if you had the chance? I believe you would. But no, you'll never get that chance."
-- Ilia the Bright

Nymphs fill many roles in many worlds, but they are universally respectful for the natural webs of life that surround and entwine their own. While Paladins uphold the might and influence of a church and organization, a Nymph Sustainer is similar in devotion yet applies attention to the savage laws of the wild and silent rules of the cosmos.
To become a Nymph is to forsake mortality and society in favor of servitude to nature, much like the path of a Druid. However, unlike Druids, a Nymph is no humble servant of nature; they become nature.
The usual role of a Nymph is to act as mediator and diplomat between mortal, divine, and natural worlds. Sometimes, though, Nymph Sustainers have other objectives in mind. There are no organizations to teach or direct Nymphs; one is inducted to Nymph-hood by other Nymphs, or born in to it, yet ultimately the option to become one is left to the individual.

Requirements: Type must be Humanoid, Fey, or Outsider (Native)

HP: d6
Base Attack: 3/4
Best Saves: Will, Reflex
Skill Points: 6 + INT
Skills: as by Druid but add Perform, Bluff, Escape Artist, Hide, Move Silently, Spot, Listen, and Speak Language.

Invoker Level: full
Invocation Save DC: 10 + 1/2 level + CHA bonus.
Invocations Known: 1 + 1 per even level

Weapon Proficiencies: Simple
Armor Proficiencies: Light

CODE

Level : Abilities
1       Nymph subtype, Invocation (Budding), Fast Movement +10, Healing Touch
2       Energy Resistance, Naturalism
3       Evasion, Detect Magic
4       Naturalism, Imbue Animal
5       Uncanny Dodge, Fast Movement +20
6       Naturalism, Invocation (Lesser)
7       Multimorph +1, Toxin Immunity
8       Naturalism
9       Sustenance, Elusive Stride
10      Naturalism, Fast Movement +30
11      Invocation (Greater), Multimethod +1
12      Naturalism
13      Hide In Plain Sight
14      Multimorph +2
15      Fast Movement +60
16      Invocation (Shining)
17      Divine Preference 1
18      Divine Preference 2
19      Divine Preference 3
20      Semidivinity, Fast Movement +90


Nymph subtype
• Damage Reduction equal to half of character level / bypassed by cold iron
• Low-light Vision
• Gain Sylvan as a language
• If older, become Young Adult age when subtype is first acquired. Change age categories to that of an Elf.

Fast Movement (Ex): Add the listed value base speed as a racial bonus when not wearing heavy armor or carrying a heavy load.

Healing Touch: Add the Invocation (Budding) Healing Touch to your Invocations known. This Invocation may be swapped out for an extra Invocation after gaining a 6 Nymph Sustainer levels.

Energy Resistance Gain Energy Resistance to all types of magical and natural energy equal to half of character level, round down.

Naturalism
This ability provides a different benefit out of the following choices each time one is selected:

Natural Grace (Ex): Add any positive Charisma bonus as a Luck bonus to one save, to a maximum equal to your level, for each copy of this ability. May be selected up to 3 times, each one adding to a different save.
Natural Shield (Ex): Add any positive Charisma bonus as a Luck bonus to Armor Class, to a maximum equal to your level. The shield temporarily forms some kind of natural substance such as vegetation, a swarm of wildlife, or an element to deflect attacks.
Level 3 or higher
Natural Health (Ex): Gain immunity to disease.
Level 11 or higher
Natural Aura (Su): As by the Angel racial ability "Protective Aura" effective against all non-allies. The aura combines a Magic Circle Against Evil (doubled bonuses) and Lesser Globe of Invulnerability as by spells of the same name, protecting self and allies within 20 foot radius.

Evasion (Ex): Take no damage on a successful Reflex save. As the Rogue or Monk ability of the same name.

Detect Magic (Su): As the spell by the same name but with constant duration.

Imbue Animal (Su): A Nymph may substitute living animals, fey, or magical beasts that fit in one hand when creating scroll, potion, wand, ring, rod, wondrous, or staff magic items. Creatures must be willing. Activating the spell effect is otherwise normal for activating items, and the effect does not occur unless the animal is held and concentrated upon by another being with Intelligence 3 or more. For the purposes of creating magic items the character is considered to know all spells as if the Nymph Sustainer levels were of the desired class(es), but all costs remain the same. If the item is expendable and destroyed from use, the enchanted creature dies.

Uncanny Dodge (Ex): Nymph is not flatfooted on the first round of combat. As the Rogue ability of the same name.

Multimorph (Ex): For each instance of this ability the Nymph may use an additional Invocation (Polymorph) at the same time. Defensive and passive abilities may be stacked, but when altering the function of attacks such as applying Poison and Rusting Grasp to the same natural weapon, choose 1 attack effect to occur each time after success.

Toxin Immunity (Ex): Immunity to natural poisons (but not magical or non-biological). Otherwise as the Druid ability "Venom Immunity".

Sustenance (Su): Cast Hallow 1/day; only 1 Hallow area may be active at one time and it has duration "Permanent (D)". Both bathing oneself (or washing another being) then resting for 1 hour in the Hallow zone cures all HP and ability damage, removes status effects, and provides enough energy in the body equivalent to a single good meal.

Elusive Stride (Ex): Movement through difficult terrain is not penalized, and no trail is left if desired. Become Invisible and Silent for 1 round while making the second move action in a turn.

Multimethod (Ex): For each instance of this ability the Nymph may apply an additional Allure Method to an Allure at the same time.

Hide In Plain Sight (Ex): As the Ranger ability of the same name.

Divine Preference (Ex): Powerful Nymphs gain the attention of many deities of both civilization and nature, and are granted favors if a balance is held between each. They may cast Miracle 1/day at level 17, 2/day at level 18, and 3/day at level 19.

Semidivinity (Su): Teleport, Raise Dead, and Heal at will.



Invocations
This class uses Invocation class abilities like that of the Warlock in Complete Arcane.
(If you do not have access to the book, Invocations are a series of at-will Spell-Like Abilities.)

The effective spell level of any Invocation is equal to half the Invoker's level, rounded up.

• A Nymph Sustainer knows 1 Invocation +1 for every even level. Invocations may be learned from outside this class with permission of the DM.
• The default duration for Invocations used on the Invoker is "Permanent (D)", but some are instantaneous. Activating or deactivating an Invocation takes 1 standard action.
• A Nymph may be affected by only 1 Invocation (Polymorph) at a time.

Invocations (Allures)
• All Allures are Invocations that carry the Compulsion subschool and are always [Mind-Affecting] but not [Language-Dependant]. They alter the properties of other beings nearby, looking at, or looked at by the Nymph as by the Invocation.
• Unlike other Invocations, Allures may be activated with a Move action but only once each round.
• Allures do not cause effect in any round in which the user does not activate it with a Standard action (or Move action). Allures affect targets for at least 1 round on a failed Will save, and any targets that enter the Allure range in the round it is active.
• Allures with a duration effect might be cut short by a successful Will save after the initial failed Will save; the frequency of repeated Will save attempts to escape is specific to each Allure duration. The Escape Will Save may be attempted at the beginning of a victim's turn and on each turn affected.
• Allure durations on enemies last until they make a successful Will save, or fulfill a different condition as by the specific Allure.

Allure Methods
• Allure Methods alter how Allures work. They are learned just like other Invocations, but do nothing when used alone.
• The actual delivery of an Allure effect is changed by an Allure Method.
• Only 1 Allure Method may be applied to an Invocation (Allure) at the same time. Switching Allure Methods is a Swift action.

Changing Invocations
• 1 Invocation may be removed from those known and a new one added after each sleep period.

Mana
• Mana total is equal to Spellcraft ranks + Charisma bonus.
• It becomes depleted by certain effects and is restored completely after sleeping long enough to recover HP.
• Some more powerful Invocations or extended options require Mana.

CODE

Level : Invocations Known
1       1            
2       2
3       2
4       3
5       3
6       4
7       4
8       5
9       5
10      6
11      6
12      7
13      7
14      8
15      8
16      9
17      9
18      10
19      10
20      11



Invocation Descriptions
• Invocations with the (Mana) tag must expend 1 Mana when used.

Budding

Alseidic Stride (Polymorph) - Feet become hooves and small horns grow. Cumulative Jump +10 racial bonus every 5 levels. Gain +4 Dodge until the beginning of the next turn while making 2 or more move actions in a round.

Beastial Family - Skin color and body details blend to match the animals you attract and associate with, as well as temporarily mimicking those you attempt to communicate with. Gain Wild Empathy and Animal Companion abilities as if a Druid of the same Invoker level.

Calm As Ice (Allure) - In any round that you do not make move actions during your turn, all targets affected within Close range emanation can not make aggressive actions as by the Calm Emotions spell effect. Escape Will Save: every 10 rounds, or whenever threatened.

Dryadic Greenbind - You may use the spell effect Entangle that lasts for up to 10 rounds, or you may meld into a tree (or similar large plant) equal to or greater than your own size while carrying up to a light load as long as you wish.

Healing Touch - instantaneous - Cure Invoker level + Charisma bonus HP damage by touch as an attack action. Otherwise functions as the Paladin ability Lay On Hands but without limit.

Mooncalling - Terrifying jaws and flesh take shape as you acquire blended aspects of many carnivores. Gain a primary Bite attack for 1d6 + STR + BAB damage, add +1/4 your level as a Competence bonus to Bite attack rolls, and the Scent ability. This Bite attack may be used to make a free Trip attempt as part of a successful attack roll.

Naiadic Wake (Polymorph) - Legs become a fish or serpent tail, and you can breathe water and air. Land speed -20 but gain Swim speed equal to unpenalized Land speed. Gain +4 Dodge until the beginning of your next turn while making 2 or more move actions in a round and fully submerged in water.

Seelie Influence - Become exotically elfish with starkly contrasted skin and pale hair. Add half of level to Bluff and Diplomacy checks as a racial bonus, rounded up. NPCs with a Friendly attitude towards you are also Charmed (as by Charm Person or Monster) when you make a Standard action to give them a request, and remain Charmed as long as you concentrate and they remain within Close range.

Standard Charms (Allure) - Your physical attraction is amplified. All beings within Close range emanation are Charmed as the spell Charm Person or Charm Animal. The effect lasts until they make a requested action you ask of them, after which an individual receives a new save. Escape Will Save: every minute, whenever threatened (as defined by the spell), or after following requests.

Staredown (Allure) - Gazing (a Standard action to look at a target) at one being within Medium range Dazes them on a failed save, and affecting a Dazed creature knocks them Prone. Escape Will Save: every round.

Survival of Fittest (Allure) - Speaking to creatures within Close range burst compels them to use one of their attacks of opportunity against a nearby target of your choice, even if that target does not provoke. If the target is equal to or less levels than you it uses a melee attack with best attack bonus and damage; if an enemy is higher level than you, it uses your Base Attack bonus + Charisma bonus as an attack bonus instead, and may sacrifice one of their next move actions to ignore this effect for the current turn.

Unseelie Lurking - Become crudely mongrelized with minor monstrous features and skin becomes dulled in tone. Add half of level to Hide and Move Silently checks as a racial bonus, rounded up. As a Standard action while hidden and silent, all enemies within Close range that could not detect you must make a Will save or become Frightened as a Fear effect. The Fear condition in each round you concentrate and as long as they remain within Close range.


Lesser

Ananzi Waltz (Polymorph) - Flesh becomes a thorny black exoskeleton, granting +2 Natural armor. While active, your are treated as having armor spikes which deal 1d4 damage, and you gain proficiency in using them. All natural attacks gain a Poison that deals 2 STR damage when hitting a flatfooted or helpless target. You may gain a Climb speed and Webwalking speed both equal to Land speed, and Blindsense to detect anything touching a web you stand upon. For 1 Mana as a Standard action either the spell Web may be used OR create a sticky spidersilk rope of up to 30 feet long that has properties of the Web spell material.

Attraction Beyond (Allure) - Foes within Close range that can sense you use one of their move actions from their next turn to approach you safely (if possible) on this turn, and only towards you. Blocked or halted movement cancels this Invocation's effect upon them for that round. Upon entering melee reach, and as long as a foe remains within range, they become Fascinated for 1 round on each failed Will save. For 1 Mana you may also cause Blindness or Stun on all affected beings for up to 10 rounds and as long as they stay within Close range. Escape Will Save: every round (but not for Blinding).

Beastial Whispers - Your eyes and ears become like that of an animal, matching the type you use for this effect. As Animal Messenger, but you may use Scrying through its senses. You may have only 1 Animal Messenger active at the same time and for up to 24 hours without using this Invocation again.

Dryadic Greenblood (Polymorph) - Hair and eyes becomes brilliant green, or as appropriate to surrounding plantlife. Gain +5 Natural armor and a constant Blindsight within 30 feet. As a Standard action the effects Warp Wood and Wood Shape may be used but with no failure chance. The wood affected may be alive both before and after reshaping, and continues to grow unharmed. For 1 Mana you may instead deal 5d6 + Charisma bonus damage to Plant creatures with a standard action touch attack, or heal that same amount of HP to Plant creatures.

Harpy Flight (Polymorph) - Gain flight speed as the spell Fly but as a natural movement type as arms sprout semi-wings from the sides and arms (hands still usable). Gain +3 Natural armor and feet become 2 secondary claws for 1d4 + STR each.

Flesh Feasting - Horrifying jaws and flesh take shape as you acquire exaggerated aspects of many carnivores. Gain a primary Bite attack for 1d10 + 1.5 STR + BAB damage, add +1/2 your level as a Competence bonus to Bite attack rolls, and the Scent ability. For 1 Mana this Bite attack has the Wounding property for 10 rounds.

Instinct Infusion (Allure) - As Greater Command with a duration that lasts as long as you concentrate, also allowing you to direct their movement as long as it does not guarantee obvious death. Escape Will Save: every round.

Oceanic Thrash (Polymorph) - Skin becomes dark and slippery while legs fuse in to a powerful and long finned tail, weight is doubled. Land speed is removed but gain Swim speed equal to original Land speed. Gain constant Freedom of Movement while submerged in water and add half of level, rounded down, to Bull Rush and Strength checks.

Reshape - instantaneous - As a Standard action restore 2x Invoker level + 2x Charisma bonus HP to single touched object or creature, in addition to one spell effect of Mending or Lesser Restoration. For 1 Mana you may use this Invocation on self and all allies within melee reach.

Sense Deflection (Allure) - All beings affected within Medium range gets a penalty equal to your Nymph Sustainer levels + Charisma bonus to their Spot, Listen, and Search checks (as well as any other checks) to detect you or your allies. Escape Will Save: every round, or when threatened by you or your allies.

Voice of Worlds - Gain constant Speak With Animals, Speak With Plants, Stone Tell, and Tongues as by spell effects.

Vigil of the Doe/Stag (Polymorph) - Become tall, thin, and patterned in brown with long ears and hoof feet. Gain constant Haste effect and add half of level, round down, to Spot and Listen checks as a racial bonus. For 1 Mana as an Immediate action you may match your Initiative result with that of any non-ally that has threatened you or that you are aware of; you are Panicked until your next turn but for 1 round immune to effects that would immobilize you in any way.


Greater

Beastial Bonds - As Status but you may also use Sending to anyone affected at any time. An affected ally may be Summoned to you once each hour from any distance as long as you are in the same plane.

Disgust of Iron (Polymorph) - Flesh becomes rustlike and armored, two feathery antennae sprout from above the eyebrows. Gain +3 Natural armor and Scent ability. Ferrous metals (iron) can be detected up to 90 feet away. You may cause Rusting Grasp effect as the spell, and deal 2d6 + CHA Acid damage to both iron-based creatures and creatures with a CON score, as a attack action.

Dryadic Greenstride (Polymorph) - Hair becomes vegetation and skin becomes wooden, granting +10 to Hide checks in natural environments and +8 Natural armor. As constant Treestride but with Find The Path active as you desire. For 1 Mana, any trees you meld with are affected by Ironwood and you know the location of all creatures of at least Dimunitive size touching plantlife within a 1 mile radius, as long as you remain inside.

Instinct Narration (Allure) - 1 target within Long range is affected by Suggestion and Heroism. Escape Will Save: every minute, after fulfilling the Suggestion, or whenever target takes more damage than their level in a single attack.

Lampadic Shade (Polymorph) - Appearance shifts to partially devilish or half-dead with a strange violet aura. You become immune to Death effects, level drain, and Negative energy. Foes affected by an Allure and looking at the Nymph may be both dealt Invoker level + Charisma [Light] damage and 2 Intelligence damage on a failed Will save; anyone reduced to 0 Intelligence is unconsciousas usual but you may direct their basic (noncombat) physical actions with Allures as normal (without saves). The Allure becomes an Illusion (Pattern) [Mind-Affecting, Light] effect and is stopped by magical darkness created with caster level no less than the Nymph's Invoker level.

Medusa Locks (Polymorph) - Head hair is replaced with serpents and eyes become reptilian. You become immune to all poisons and petrification. Foes affected by an Allure and looking at the Nymph may be dealt Invoker level + Charisma [Earth] damage and take 2 Dexterity damage on a failed Will save and lose one of their Move actions in their next turn; reducing a foe to 0 DEX turns them to stone. The Allure becomes a Transmutation [Earth] effect.

Recreate - instantaneous - As a full round action restore 3x Invoker level + 3x Charisma bonus HP to an object or creature, in addition to one spell effect of Make Whole, Break Enchantment, Regenerate (allowing regrowth of body parts but not extra HP cured), or Restoration. For 1 Mana you may use this Invocation on self and all allies within melee reach.

Scylla Rage (Polymorph) - You may create ferocious jaws and claws from anywhere on the body with Melee Reach +5 feet, and gain +8 Natural armor. Create up to 2 additional secondary natural Bite attacks for 2d8 + STR each. For 1 Mana as a Standard action you may deal 6d8 + Charisma bonus Slashing and Piercing damage to all targets within melee reach, save for half damage.

Impundulu Scorn (Polymorph) - Skin becomes streaked with black and white, while eyes shimmer with static and hair is replaced with silver feathers crackling with arc lightning. Gain a constant Call Lightning effect but you are considered to have completed the spell every round; calling lightning is an attack action but may not affect the same target more than once each round. Targets that fail the save against the lightning are affected by Dispel Magic (Targeted). For 1 Mana the damage increases to 3d10 for a single round, the range increases to Long, and targets that fail the save also become Dazed.


Shining

Body of Stars (Polymorph) - Entire form glows brightly with white hot ethereal flame. Gain all abilities of an Elder Fire Elemental (attacks, natural land speed, Damage Reduction, and Fire Immunity). Create a constant emanation of Repulsion and Sunburst; the enemy saves must be made upon first entering the radius and at the beginning of every one of your turns. The Sunburst's blindness effect lasts as long as you maintain this Invocation and the affected being is within range.

Hatred of Iron (Polymorph) - Body becomes a brilliant orange-red, shedding clouds and sheets of caustic corrosive dust. Gain Damage Reduction 15 against iron and steel weapons. Ferrous metal can be detected up to a mile away. Rusting Grasp may automatically affect anything you contact with each attack action, or any iron that touches the Nymph for more than 1 round, as desired. With each touch you may also deal 4d6 + CHA Acid damage to both iron-based creatures and creatures with a CON score. For 1 Mana, as long as the Nymph Sustainer is aware of each attack, all iron and steel weapons are affected the moment they hit you (but still deal damage) for 1 round.

Vajra Asura (Polymorph) - Skin becomes deep blue and eyes glow with static. Gain a constant Call Lightning Storm effect but you are considered to have completed the spell every round; calling lightning is an attack action but may not affect the same target more than once each round. Targets that fail the save against the lightning are affected by Greater Dispel Magic (Targeted). For 1 Mana the damage increases to 5d10 for a single round, the range increases to 1000 feet, and targets that fail the save also become Stunned for 1 round.

Worldsense - Gain True Seeing and Discern Lies to an unlimited range, but when viewing illusions and disguises you may only automatically see through effects created or owned by beings with less character levels than your own. A Commune With Nature effect may be used once each round after remaining in an area for at least an hour.

Spirit of Zephyrs (Polymorph) - Entire form gains the color and texture of clouds. Constant Wind Walk and gain all abilities of an Elder Air Elemental (attacks, natural flight speed, Damage Reduction, Air Mastery and Whirlwind). For 1 Mana and by remaining in an area for longer than 10 minutes, Control Weather may be used until you leave that original 3 mile radius.

Violence Reflection (Allure) - instantaneous - A target within Medium range uses one of their best attacks to harm another target within the same range, using the next turn's actions now, on a failed Will save. Both targets take Invoker level + Charisma bonus damage. If the second target is hit by the first target's attack or fails first target's spell save, they too lose their next turn's actions. You must have seen the first target's spells or attacks, or recognize an appropriate item, to know what they can do; otherwise only forcing melee attacks is possible.


Allure Methods
• These special filters for Allure Invocations use normal slots for Invocations Known. Applying a Method takes 1 standard action and lasts until removed or swapped out; once applied it affects the range and area of all Allures used.


Budding Allure Methods

Intimate Allure - Allure's reach becomes reduced to a melee touch attack for each limb you have (2) and gains +2 to the save DC for the first round and for as long as you maintain a grapple.


Lesser Allure Methods

Sniping Allure (Mana) - Allure may only affect 1 target but the distance becomes Long and ignores any concealment less than total.

Penetrating Allure - Allure gets +10 to checks to beat Spell Resistance and +2 untyped bonus to the save DC.

Vengeful Allure - Allure takes effect on any creature within Close range that deals damage to you. They receive a -4 penalty to Will saves against your Allures if targeted within 1 round.

Aura Allure - Allure's area becomes a 10-foot burst that affects all targets you choose within that radius. Those targets may not make a Will save against your Allures during any round in which you choose render yourself helpless.


Greater Allure Methods

Vocal Allure (Mana) - The Allure affects 1 target that can hear and understand your words, at any range.

Weirding Allure - Allure may affect creatures immune to Mind-Affecting spells or otherwise uninfluenced, such as mindless undead or vermin. The otherwise immune target gets +4 to a Will save against your Allures instead.


Shining Allure Methods

Godsight Allure (Mana) - Allure affects 1 target at an unlimited distance restricted only by line of sight.

This post has been edited by Sig on Oct 17 2008, 08:25 PM
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Sig
Posted: May 7 2008, 01:35 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



user posted image

This shit is in progress yo.
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Sig
Posted: May 31 2008, 09:58 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Still working on it.
The spell list could use trimming, but for every spell removed that's one less 'utility' the Nymph is capable of.

For instance, remove Quench and there's no way to put out fires. There's nothing else that does similar.
And while I consider putting healing back in, since Nymphs are known for doing so, I'll leave it up to the individual character build.

Dishing out advanced (mass) healing as per-encounter abilities in 3.x might be too much.
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draajen
Posted: Jun 4 2008, 03:31 AM


Princeling of the court of lunacy


Group: Members
Posts: 41
Member No.: 29
Joined: 21-November 07



Looks very interesting, though I'm not sure I get it. Oh, and I hate to mention this, because it looks awesome, but there's already an Oread in Feind Folio.
By the way, was there a reason for the frog picture?
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Sig
Posted: Jun 4 2008, 03:57 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Thanks and I know of the Oread. This class has little to nothing to do with the monster, though. Only the name matches and I believe (as of this post) I have ditched the Oread "mountain spirit" take in favor of a Dryad emulation.

The toad is a bump toad. It's a lump bumped.
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Talisman
Posted: Jun 8 2008, 07:11 PM


Half-dragon mage


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QUOTE (Sig @ Jan 24 2008, 12:47 AM)
Requirements
Type: Fey and either Elf, Human, or Outsider
Skills: Diplomacy 8 ranks, Survival 4 ranks
Feats:
Language: Sylvan and Celestial
Special: Must be bathed by Nymphs.


I question the Outsider type...is this intended to allow aasimar and tiefling nymphs? If so, I recommend specifying "Native Outsider"...I don't know that I like the idea of a solar nymph or succubus nymph.

Not sure about the "must be bathed by nymphs" prereq...I must consider. I like the fluff, but I'm not sure about that specific fluff.

QUOTE (Sig @ Jan 24 2008, 12:47 AM)
A Nymph of the Realms gains the Nymph subtype which does not grant any properties by itself, yet may count for certain spells, items, or other effects.


This needs to be written up somewhere, as there is no "nymph" subtype in basic d20. I endorse it, though, and I've used the same thing myself as a way to categorize certain female fey.


QUOTE (Sig @ Jan 24 2008, 12:47 AM)
Divine Sustenance (Ex):


I like this, but I feel that any given nymph (of the realms) should choose one of these "refresh" actions, and not gain any benefits from the others. I can't see a pacifist dryad healing because she gnaws on bloody carcasses, for instance.

QUOTE
Dual Form (Ex):


Should specify that the nymph has to pick one form and that is her alternate form permanently. Anal, I know, but there are gamers out there who would try to abuse this.

QUOTE
• Elemental Resistance 5 to all elements.


Energy resistance is the correct term.

QUOTE
Nephilic Flight

• Embrace of Wings (Ex): The Nymph and all allies within 5 foot radius gain full cover until next turn as a standard action while wings are not used to fly. All enemies beyond melee reach are treated as having partial concealment while the wings provide cover. If the Nymph's body receives more than your CON score in damage in a single attack, the Nephelic Wings ability is unusable for the rest of that encounter.


IMO, a nymph is never going to be a high-Con powerhouse. At higher levels, this effect is basically going to be "if you get hit, you can't use this power." I'd just scrap the restriction.

QUOTE
Alseidic Runner
• Dodge +2 racial bonus to AC
• Natural Armor +2 racial bonus


Should probably specify that the first one is a Dodge bonus...as written, it looks like a racial AC bonus, which I don't believe exists.

QUOTE
Oreides Arboreal
• May increase height by up to 50%.


Change to "may increase size by one category," to avoid bizarre calculations and general weirdness...for instance, as written, a 5' nymph becomes 7' 6" (still Medium), whilst a 6' nymph becomes 9' (Large).

QUOTE
• Hide +20 racial bonus in plant environment


Seems a bit high...I'd say +10.

QUOTE
Greater Dual Form:
• Hide +40 racial bonus in plant environments


Again, rather...extreme. Maybe +20?

QUOTE
Oceanid
• +4 Situation bonus to Grapple and Escape Artist checks while Nymph is submerged in water.


I think you mean "circumstance" bonus.

QUOTE
• Waterglide (Ex): While submerged and taking only move actions the Nymph may double all natural Swim speeds. Gain +4 Haste bonus to AC while doing so.


How does this interact with the Run action? Can you Run while swimming?

Lampadic Shade

QUOTE
Medusa Cultist


Since you don't have to worship medusa to gain these benefits, I recommend changing it to "medusa scion."


QUOTE
Celestial Aura (Su): Magic Circle, as by the angel ability


Note that this should vary with the nymph's alignment...it'd be pretty strange to see a CE Scylla Rager with magic circle against evil.

***

One suggestion I have is to drop all the "divine" and "celestial" descriptions, since those already mean specific things in D&D. Thesaurus.com suggests beatific, empyreal, supernal or unearthly.

Very, very impressive...powerful, but not overpowered; varied and interesting. I like this very much.

...Mind if I take a stab at the oread? I love the concept, and I'd hate to lose it.
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Sig
Posted: Jun 9 2008, 05:56 AM


Fey/Devil extraordinaire


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Thanks for the review. I'll compare your advice to what my objectives are and make the adjustments... when I'm rested, tomorrow, to prevent errors. zzz.

One thing that made me laugh; Situation vs. Circumstance bonus. I was pondering changing bonus types all day to better prevent stacking, and it must have overshadowed my actual memory of how 3.x works!


Here's what I plan so far:

• Outsider to Outsider (Native)

• Make a few feats for Fey (Nymph) subtype as well as define what that means. For one, I consider a Change Shape ability to become an attractive humanoid female but not to impersonate anyone else. This will allow very ugly and/or inhumanoid beings (and non-females) to participate in the traditional definition of a Nymph.

• Divine Sustenance: will pick a few options. It doesn't make sense to have an Oread eat meat, really. Lampades, though..

• Dual Form: I left the visual effect vague on purpose. It's not like the spell Alternate Form as much as it is a Disguise Self (Transmutation) that doesn't actually make a disguise. The second appearance doesn't really do anything combat-wise but does grant some bonuses as part of a package deal and as such is quite variable. However, a Nymph does get only one specific set of abilities.

• Nephilic Flight: will remove drawback and think of something else to limit the power of that defense. Or, not, since the character is pretty high level by then.

• Dodge: maybe "Racial +2 Dodge bonus to AC"? It is a Dodge bonus but from racial source. Maybe Racial bonus then. Or just Dodge.

• Oreides (Oread) Arboreal size change: nah, it does nothing other than make you taller, not bigger. Think of it as becoming long and skinny everywhere but you weigh the same.

• Hide bonus will be nerfed.

• Swim speed doubled: double base swim speed value and all bonuses to it. Run is 4 base moves in 1 round, 5 with Run feat. I'm pretty sure anything with a natural movement speed can run with it.

• Medusa Cultist: maybe neither? I had a few alternatives but it must be something to do with 'respect' or 'veneration' or 'student', like a person that imitates out of envy or desire for power. Supplicant? Aspirant? Faithful?

• Celestial Aura: haven't gotten to that one yet. It will be either a ripoff of the Angel aura or something similar.

QUOTE (SRD: Angel)
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel.
Otherwise, it functions as a Magic Circle Against Evil effect and a Lesser Globe Of Invulnerability, both with a radius of 20 feet (caster level equals angel’s HD).
This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)



• all other minor errors will be corrected.


I'll think of something other than celestial but definitely not unearthly! hah. If anything, a Nymph is more associated with nature and the terrain than most other Fey.
Perhaps, Ethereal? Or is that misleading? Astral?
I'm leaning more towards Divine, as it relates to the final outcome of a Nymph progression (to be written)
Perhaps Divine Rank 0 at level 20 or something.


Oh, and Oread is the "Oreides Arboreal"! Perhaps I should put the singular form in with plural or possessive.

This post has been edited by Sig on Jun 9 2008, 05:57 AM
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Talisman
Posted: Jun 10 2008, 12:41 AM


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QUOTE (Sig @ Jun 9 2008, 12:56 AM)
• Dodge: maybe "Racial +2 Dodge bonus to AC"? It is a Dodge bonus but from racial source. Maybe Racial bonus then. Or just Dodge.


I'd just say "Dodge bonus to AC." Dodge bonuses stack with themselves, so it doesn't matter whether it's racial, classial, featial, or whatever.

QUOTE
• Oreides (Oread) Arboreal size change: nah, it does nothing other than make you taller, not bigger. Think of it as becoming long and skinny everywhere but you weigh the same.


Then you should specify that it does not change the size category.

QUOTE
I'll think of something other than celestial but definitely not unearthly! hah. If anything, a Nymph is more associated with nature and the terrain than most other Fey.
Perhaps, Ethereal? Or is that misleading? Astral?
I'm leaning more towards Divine, as it relates to the final outcome of a Nymph progression (to be written)
Perhaps Divine Rank 0 at level 20 or something.


Actually, I suggested unearthly because it's an ability of the MM's nymph blink.gif : Unearthly Grace. I think it fits they nature of fey quite well, personally.
Maybe Beatific? It has similar connotations as Celestial, but without the specific, in-game baggage.

QUOTE
Oh, and Oread is the "Oreides Arboreal"! Perhaps I should put the singular form in with plural or possessive.


I meant oread as in the stone nymph (also gwyllions, in Welsh myth). The oreides arboreal have a very tree/dryad flavor; I personally would change this to "hamadryad" and leave the name oread fro an earth/stone focus.
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Sig
Posted: Jun 12 2008, 08:14 AM


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I do believe it is done, unless anyone has some shitpicks for the Allure list?
It seems rather large even though I cut out the non-essentials (they can be covered by spellcaster levels), but compared to a Beguiler it is yet still trim.
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Sig
Posted: Oct 7 2008, 07:14 AM


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DOMINIOOOOON I finally got it.

Rather than make up some asstastic untested new system for monster-class spellcasting, I'll use systems that work and have been bitched about for years.


Namely, Warlock invocations.

I'll just change the name to "Allures" and rename the steps to, say, Simple Allure for the basic and Semidivine Allure for the best.

It will be tackled once Microbiology test is over this week.

The Allures will be balanced according to the Bard spell progression, which now that I mention should probably be posted here as well.
I made a class to step in for Cleric, Wizard, Sorcerer, and other full casters that tend to break the game.
It's in revision but the basics are up.
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Sig
Posted: Oct 9 2008, 03:38 PM


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ORIGINAL POST

Ignore this material. The new is in OP.



QUOTE

Requirements
Type: a physically mature Fey, Humanoid or Outsider (Native)
Skills: Diplomacy 8 ranks, Survival 4 ranks
Feats:
Language: Sylvan and Celestial
Special: Must be bathed by Nymphs.

Class Basics
Ability Scores: Charisma determines the save DCs of Nymph of the Realm powers. The DC for all powers is 10 + 1/2 level + CHA.
Alignment: Any.
Hit Die: d6
Class Skills: as Bard
Skill Points: 6 + Int modifier

CODE
Level Base Attack  Fort  Ref   Will  Special
.     Bonus        Save  Save  Save  Abilities
1     +0           +2    +2    +2   Sustenance, Dual Form, Allures
2     +1           +3    +3    +3    +1 spellcaster level, Body of the Realms, Celestial Grace
3     +1           +3    +3    +3   Natural Grace
4     +2           +4    +4    +4    +1 spellcaster level, Body of the Realms, Greater Dual Form
5     +2           +4    +4    +4   Natural Grace
6     +3           +5    +5    +5    +1 spellcaster level, Body of the Realms, Quickened Dual Form
7     +3           +5    +5    +5   Natural Shield
8     +4           +6    +6    +6    +1 spellcaster level, Body of the Realms, Instant Dual Form
9     +4           +6    +6    +6    +1 spellcaster level, Natural Aura
10    +5           +7    +7    +7    +1 spellcaster level, Quickened Allure
11    +5           +7    +7    +7    +1 spellcaster level, Divine Preference
12    +6           +8    +8    +8    +1 spellcaster level, Immediate Allure
13    +6           +8    +8    +8    +1 spellcaster level, Semidivinity


Class Features

Weapon and Armor Proficiencies: none.


A Nymph of the Realms gains the Nymph subtype which does not grant any properties by itself, yet may count for certain spells, items, or other effects.

Spells per Day/Spells Known: When a level is gained, the character gains new spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they adds the level of Nymph of the Realms to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Nymph subtype: This subtype grants all Nymphs the ability to Change Shape into an attractive, flawless young humanoid female or male as a standard action. While one of the shapes are taken, it is considered the Nymph's true form.
Nymphs are ageless and do not grow old.

Sustenance (Ex): By committing to at least one of the following acts naked for an uninterrupted hour, a Nymph becomes fully refreshed and heals 1 Hit Point per level.
Choose 2 methods of refreshing:
• Bathing in unpolluted, unpoisoned running waters at least ankle deep.
• Resting while in contact with a tree large enough to support their own weight.
• Resting in contact with living animals.
• Gnawing on meat or bones of a living animal, or chewing vegetation.
• Flying at least 1000 feet above ground while only taking move actions.
• Staying only within complete and total darkness.
• Staying in an area that leaves no shadows (completely illuminated).

A Nymph is helpless but aware until the end of each round spent resting in this way, but takes no environmental damage as if by the Endure Elements spell.
They heal all nonlethal damage to their bodies and minds, become satiated as if they had just eaten a healthy meal, and are rested (recover encounter powers, fatigue).
A Nymph may use this ability at will and end it at any time.
When enough consecutive time using this ability has passed that the Nymph could have otherwise slept, they count as having slept as normal for their original race (but remain conscious).

Unfortunately, time spent being observed by beings with Intelligence and Charisma of at least 3 and Wisdom of at least 8 while in this process of refreshing does not count towards the required time necessary. Benefits are not gained as long as the Nymph is observed and the Nymph is alerted to the direction and quantity of observers within 200 feet x level radius. 


Dual Form (Ex): As a Standard action a Nymph redirects their power internally to effect changes on their own body. The alternate shape is similar yet more beastial, abstract, monstrous, or inhumanoid, leaving the Nymph easily recognized as the same individual (if both forms have been seen) yet radically altered from their normal appearance. With this change comes greater physical power at the cost of lessened mystical influence.

A Nymph without Dual Form active appears as a perfect, flawless specimen of their pre-Nymph race.

A Nymph with Dual Form active can not use Allures, but sprouts features from nature and gains:
• Damage Reduction equal to class level but bypassed by cold iron,
• A single natural attack or 30 foot ray touch attack that deals 1d6 + class level damage of either Piercing, Bludgeoning, Slashing, Light, or Shadow type.
• Energy Resistance 5 to all elements.

Both the Dual Form body and original body are considered the true form for a Nymph of the Realms; detection reveals each form to be the only true shape, rather than both at once. However, they do not count as shapeshifter and do not have the option to resume the Dual Form or original form in response to being forcefully changed into something else.

Choose one of the following Nymph types to grant additional powers while Dual Form is active:

Nephil, or Harpy
Choose one subtype:
• Angelblood: Count as Angel subtype and a celestial for spell, item, class, and feat effects when doing so would be beneficial.
• Devilblood: Count as Devil subtype and a fiend for spell, item, class, and feat effects when doing so would be beneficial.
• Beastblood: Count as Animal type for spell, item, class, and feat effects when doing so would be beneficial.
• Verminblood: Count as Vermin type for spell, item, class, and feat effects when doing so would be beneficial.

• +4 Shield bonus to AC
• Flight speed 40, or +10 if a Fly speed existed before becoming Nymph  (good, also +8 to skill checks for avoiding air danger and may Take 10 on such checks) or +10 to all natural flight speed
• Flyby Attack bonus racial feat

Greater Dual Form:
• Fly speed 60
• Embrace of Wings (Ex): The Nymph and all allies within 5 foot radius gain full cover until next turn as a standard action while wings are not used to fly. All attacks to and from the Nymph are treated as having partial concealment while the wings provide cover.
____________________________________________________________________

Alsea
• Beastblood: Count as Animal type for spell, item, class, and feat effects when doing so would be beneficial.

• Land speed +10 racial bonus
• Jump +10 racial bonus
• Run bonus racial feat.
• Spot and Listen +4 racial bonus
• Dodge +2 bonus to AC
• Natural Armor +2 bonus to AC

Greater Dual Form:
• Land speed +30 racial bonus
• Jump +30 racial bonus
• Dodge +4 bonus to AC
• Flight of the Doe/Stag (Ex): As an Immediate action once each encounter you may match your Initiative result with that of any non-ally that has targeted, harmed, or touched you or that you are aware of, and then add 1 to that result. You are Panicked until your next turn but immune for 1 round to effects that would immobilize you in any way.
____________________________________________________________________

Dryad
Choose one subtype:
• Greenblood: Count as Plant type for spell, item, class, and feat effects when doing so would be beneficial.
• Verminblood: Count as Vermin type for spell, item, class, and feat effects when doing so would be beneficial.

• May increase or decrease height by up to 50%, altering limbs and torso but otherwise no benefit to reach or size.
• Blindsense 5
• Hide +10 racial bonus in plant environment
• Natural Armor +5 racial bonus

Greater Dual Form:
• Natural Armor +8 racial bonus
• Immune to Precision/critical damage
• Hide +20 racial bonus in plant environments
• Treeshift (Su): May travel instantly between trees as wide as the Nymph as a move action. This power counts as a Conjuration effect. Distance between plants may not exceed base Land movement x2.
____________________________________________________________________

Oceanid
Choose one subtype:
• Beastblood: Count as Animal type for spell, item, class, and feat effects when doing so would be beneficial.
• Fomor: Count as either Fomor subtype and a fiend for spell, item, class, and feat effects when doing so would be beneficial. See Feybook section on Fomorians.

• Amphibious: Breathe both water and air.
• Swim speed 40, or +10 if a Swim speed existed before becoming Nymph (also +8 to skill checks for avoiding water danger and may Take 10 on such checks)
• Natural Armor +2 bonus to AC
• Endurance bonus racial feat
• Escape Artist +6 racial bonus

Greater Dual Form:
• Natural Armor +5 bonus to AC
• +4 Circumstance bonus to Grapple and Escape Artist checks while Nymph is submerged in water.
• Swim speed 60 or +20
• Waterglide (Ex): While submerged and taking only move actions the Nymph may double all Swim speeds for that round. Gain +4 Haste bonus to AC while doing so.
____________________________________________________________________

Lampadic Shade
Choose one subtype:
• Devilblood: Count as Devil subtype and a fiend for spell, item, class, and feat effects when doing so would be beneficial.
• Halfdead: Count as Undead type for spell, item, class, and feat effects when doing so would be beneficial. Negative Energy damage may be treated as healing.

• Disguise +10 racial bonus to appear as any type of Undead
• Constant "Hide From Undead" effect (Undead may make a new save roll in each later encounter, but only once per encounter)
• Natural Armor +2 bonus to AC
• Darkvision 120
• +10 to all movement speeds while in complete darkness.

Greater Dual Form:
• Natural Armor +4 bonus to AC
• +20 to all movement speeds while in complete darkness.
• Lampades Lumen (Su): Foes within 60 that see you for more than 1 round must pass a Will save, or suffer 2 Wisdom damage each round as an Illusion (Pattern); in each encounter enemies affected do not get further saves to resist this power until they are out of range. Foes reduced to 0 Wisdom are still conscious yet Confused as long as they remain within 60 feet of you, yet never attack you or your allies. You may cease this ability for the rest of the encounter in exchange for a "Suggestion" effect upon all foes damaged by this ability so far in the encounter.
____________________________________________________________________

Medusa Votary
Medusa, once gorgeous Nymph of the ancient serpentine Gorgon race, was cursed by Hera with supernatural hideousness that turned others to stone upon sight. And yet, in respecting and learning of their late relative's misfortune, other Nymphs evolved abilities that bring what was once a hindrance into use as a powerful form of attack.
• Demonblood: Count as Demon subtype and a fiend for spell, item, class, and feat effects when doing so would be beneficial.

• Serpentine Locks (natural attack, Finesse): 4 additional Bite attacks that deal 1 damage each and inflict poison that deals 1 DEX damage each
• Darkvision 60
• Natural Armor +3 bonus to AC
• Scent

Greater Dual Form:
• Natural Armor +6 bonus to AC
• Stone Gaze (Su): Foes within 60 feet that see you for more than 1 round or were bitten by Serpentine Locks must pass a Fortitude save, or suffer 2 DEX damage each round as a Transmutation [Earth] effect while within range. Foes reduced to 0 DEX turn into unconscious living stone with all physical and mental conditions suspended in time, except death by destroying the stone, until DEX is restored to at least 1 by an outside source.
____________________________________________________________________

Scylla Rager
For purposes of this setting, Scylla was a Fomorian disguised as a Nymph in the ancient war between Fey and Fomor peoples. Callisto's trickery revealed part of Scylla's true disposition and form, but not all of it. Scylla, driven mad with rage for revenge, regressed into a vile beast within centuries of isolation.
Other Nymphs, similarly fueled by the elemental forces of deepset hatred, lust, and impotent spite, learned from the event to warp their bodies into terrible multi-headed monstrosities.


Choose one subtype:
• Fomor: Count as Fomor subtype and a fiend for spell, item, class, and feat effects when doing so would be beneficial.
• Demonblood: Count as Demon subtype and a fiend for spell, item, class, and feat effects when doing so would be beneficial.

• Powerful Build: Count as one size larger for purposes of items, spells, opposed checks, carrying weight, or other size-based conditions whenever beneficial.
• 2 additional Bite attacks 1d6 +STR each
• 2 additional Tail Slaps 1d4 +STR each
• Natural Armor +4 racial bonus
• Affected by "Rage" as the spell as long as any foes take aggressive action within the Nymph's natural reach.

Greater Dual Form:
• Natural Armor +8 racial bonus
• You may increase natural size by 1 step larger as long as you are conscious. This increase grants +5 natural Reach and +10 to all natural movement speeds.
• Fast Healing: 1 HP per minute.



Allure (Su): This ability is a subset of supernatural functions Nymphs use to affect the condition of beings that look at them, stand near them, or touch them depending on the type of reactive power. Conversely, the Nymph might also be required to deliberately touch, hear, or look at specific targets for other powers.
The powers may be used more frequently than most spells but only in limited amounts at a time.

Allure caster levels are reduced by 2 while a Nymph wears clothing that conceals the outline of a Nymph's body, or reduced by 4 when wearing an outfit of any kind that grants an Armor bonus to AC.

CODE

Nymph of the Realms Level            Highest Allure Spell Levels Usable
.
1 .............................. 0, 1          
2 .............................. 2
3 .............................. 3
4 .............................. 4
5 .............................. 5
6 ..............................
7 .............................. 6
8 ..............................
9 .............................. 7
10 ..............................
11 .............................. 8
12 ..............................
13 .............................. 9



All Allures have a duration of "Concentration + class level" in rounds, unless instantaneous or noted as different in the list of powers.
A move action may be used to concentrate on Allure powers.

The caster level for Allure powers is the user's character level.

Nymphs of the Realm use these supernatural abilities a limited number of times before rest is needed to restore them. The uses come from a shared amount equal to 2 + Nymph of the Realms level per encounter.
All Allures recharge after 1 minute of rest (while no actions are taken).

Some Allures have optional altered methods of delivery but in all instances originate from the Nymph (save types remain the same):
• Gaze: range Medium
• Touch: Touch attack or automatic against any creature grappling user, no save, no more than 1 target each round
• Aura: [Light] effect, range 60 feet, all foes that look at user OR all allies within range (if beneficial)
• Song: [Sonic] effect, range 100 feet, all foes that can hear user

Spell Level, Spell Name (Changes If Any)
0 Detect Poison
0 Detect Magic
0 Light
0 Ghost Sound
0 Purify Food and Drink
0 Create Water

1 Comprehend Languages
1 Charm Person (Gaze or Song)
1 Calm Animal (Song, Touch, or Aura)
1 Command (Song)
1 Sanctuary
1 Pass without Trace

2 Hold Person (Aura or Touch)
2 Invisibility
2 Whispering Wind
2 Blindness/Deafness (lasts until end of encounter; Gaze)
2 Hypnotic Pattern (Aura)
2 Wood Shape
2 Delay Poison

3 Suggestion (Touch or Song)
3 Slow (Gaze, Aura, or Song)
3 Water Breathing (lasts 24 hours)
3 Tongues
3 Nondetection
3 Hold Person (Aura or Gaze)
3 Daylight (Aura)
3 Remove Disease
3 Stone Shape
3 Dispel Magic (Song)
3 Vampiric Touch

4 Dimension Door
4 Detect Scrying (lasts 24 hours)
4 Shout (Song)
4 Rusting Grasp
4 Freedom of Movement
4 Charm Monster (Gaze or Song)
4 Poison
4 Neutralize Poison

5 Break Enchantment
5 Hold Monster (Aura or Gaze)
5 Feeblemind (lasts 24 hours)
5 Telepathic Bond (lasts 24 hours)
5 Death Ward
5 Commune with Nature
5 Tree Stride

6 Greater Dispel Magic
6 Eyebite (lasts until end of encounter; Gaze)
6 Repulsion (Aura or Song)
6 True Seeing (Gaze)
6 Mass Suggestion (Touch or Song)
6 Mislead
6 Find the Path
6 Transport via Plants

7 Mass Hold Person (Aura or Gaze)
7 Project Image
7 Control Weather (lasts 24 hours)
7 Ethereal Jaunt
7 Sunbeam (Gaze)
7 Transmute Metal to Wood

8 Sunburst (Aura)
8 Wind Walk
8 Mindblank (lasts 24 hours)
8 Mass Charm Monster (Gaze or Song)
8 Greater Shout (Song)

9 Freedom (Song)
9 Disjunction (Gaze or Touch)
9 Mass Hold Monster (Aura or Gaze)
9 Foresight
9 Wail of the Banshee (Song)


Body of the Realms (Ex, Flaw): As Nymphs progress in supernatural power, they accumulate features more...
... divine.
Each time this Flaw is acquired, choose one of these physical features that have no game effect other than changing the Nymph's appearance for their Dual Form body:
• Hair becomes leaves and fibrous plant tendrils.
• Hair becomes feathers.
• Hair becomes a neon tint of some unnaturally bright basic color.
• Legs of a common animal from the thigh down (goat, deer, pig, pony, bird and so on)
• Skin becomes thick, glossy, and fish-scaled.
• Skin dramatically increases in contrast of its original color to an unusual intensity.
• Skin and hair gain the pigmentation and/or pattern of an animal.
• Teeth become sharp and feral like a vampire's.
• Eyes become a shining metallic color, or that of an animal.

Each Flaw applies a -2 Circumstance penalty to Charisma skill checks with Humanoid strangers for each instance of Body of the Realms.

Natural Grace (Ex): Add any positive Charisma bonus as a Luck bonus to one save for each copy of this ability. The same save can not be chosen twice.

Natural Shield (Su): Add any positive Charisma as a Luck bonus to Armor Class.

Natural Aura (Su): As by the Angel ability "Protective Aura", effective against non-Nymphs rather than Evil beings.

[Quickened Dual Form/b] The Nymph may switch to or from the Dual Form as a Free action once each round.

[b]Immediate Dual Form
The Nymph may switch to or from the Dual Form as a Free action once each round, even when not on their own turn. This option is not an Immediate action.

Quickened Allure By expending 3 additional Allure uses a Nymph may use a single Allure as a Swift action.

Immediate Allure By expending 7 additional Allure uses a Nymph may use a single Allure as an Immediate action.

Semidivinity (Su): The Nymph becomes a higher form of spirit. If slain they may Resurrect 1/day without loss of XP within the nearest mile as long as there is an area of natural life.
They may use Miracle 1/day.
The following spells are added as Allures (at spell levels appropriate for Wizards, or Clerics otherwise):
• Contact Another Plane
• Teleport
• Greater Teleport
• Baleful Polymorph
• Polymorph
• Planeshift



/END CLASS



Subnames and Nymph types, bolded for the name I'm considering:

(copypasta from wiki: http://en.wikipedia.org/wiki/Nymph)

    * Land nymphs
          o Alseids (glens, groves), Alsea Nymph (sounds cooler? generic plant-magic Nymph)
          o Auloniads (pastures)
          o Hesperides (nymphs of the west, daughters of Atlas)
                + Aegle ("dazzling light")
                + Arethusa
                + Erytheia (or Eratheis)
                + Hespera (or Hespere)
                + Hesperia (or Hispereia)
                + Saraesa (beautiful wind)
          o Leimakids (meadows)
          o Minthe (mint)
          o Napaeae (mountain valleys, glens)
          o Oreads (mountains, grottoes), Oreadic Nymph

    * Wood nymphs
          o Dryads (trees) (probably not used since we have enough Dryad stuff as is)
                + Hamadryads (oak tree and others)
                + Epimeliad (apple tree)
                + Leuce (white poplar tree)
                + Meliae (manna-ash tree)

    * Water nymphs ("ephydriads")
          o Helead (fen)
          o Maia (partner of Zeus and mother of Hermes)
          o Naiads (usually fresh water), Naiadic Nymph (most common)
                + Crinaeae (fountains)
                + Eleionomae (marshes)
                + Hyades (rain)
                + Limnades or Limnatides (lakes)
                + Pegaeae (springs)
                + Potameides (rivers)
                + Corycian Nymphs (Corycian Cave)
          o Nereids (daughters of Nereus, the Mediterranean Sea)
          o Oceanids (daughters of Oceanus and Tethys, any water, usually salty) (will be merfolk-like with dual forms, also available to the Fomor race), Oceanids (o-sha-nids or o-she-a-nids)

    * Other nymphs
    *Lampades (underworld), too badass to pass up; Lampadic Nymphs or maybe Hecatic Nymphs (think snakes, poison, weird green glowing, madness; half-undead or vampiric or part devil)
          o The Muses
          o Nephelae (clouds)



Potentially removed Allures (might be added to specific Nymph types):

1 Expeditious Retreat
1 Protection From Mortals* (Aura)
1 Speak With Animals
1 Entangle
1 Charm Animal
1 Cure Light Wounds
1 Disguise Self
2 Tree Shape
2 Lesser Restoration
2 Spider Climb
3 Haste
3 Vampiric Touch
3 Quench
3 Call Lightning
3 Speak with Plants
4 Bestow Curse (lasts 1 hour)
4 Greater Invisibility
4 Dimensional Anchor
4 Control Water
5 Dismissal
5 Call Lightning Storm
7 Banishment
7 Spell Turning
8 Animal Shapes












The Nymph base class has a few levels, maybe at most enough to duplicate the 'monster' entry as it should be as HD + LA (14 levels?), but advances ability according to character level
It will also have that feature of spellcasting PrCs where you can still advance your spellcasting of one other class; this will make racial classes less painful.

Anyways, at each level the Nymph class will have a few schticks; namely, paralysing or freezing foes in their tracks when they look at the Nymph or hear its voice. I'll be pulling some ideas from my Siren Fatale feat in this shift towards classes and away from Bloodlines (which aren't working out the way I had hoped)
Other spells include some form of unlimited healing, a minor buff or few, and some form of ranged attack such as Call Lightning (yeah, it sucks though) or an Alter Self and Polymorph later (like the Greek myths).

As the Nymph class levels up, the method of delivering the spell effect does not change but the intensity or range of option for the reverse-gaze improves.
From a Hypnotism effect to Hold Person to Hold Monster.
Almost like the enchanter from Advance Tactics, eh? Freeze!

No sex requirement, but the Nymph must be Humanoid (or Monstrous), Outsider, or Fey.

* HD d6 or d8
* all good saves, plus Unearthly Grace luck bonus
* poor BAB
* SP 6
* No armor or weapon proficiencies; backup combat is either natural attacks from other shapes (add Druid wildshape or just Alter Self/Polymorph?) or spell effects, but main weapon is stripping naked and just standing there.
However they do add CHA to AC as Deflection as by Unearthly Grace early on.
* 3/4 caster progression of one other spellcasting class.
* will have some spells for supernatural locomotion, much like how Dryads transport with trees, maybe these will use water

This will be a process of converting the Harpy and Nymph feats I made earlier into class form and fleshing it out. Compare balance to either a social-focused Warlock, a "mental" Psion, or Enchanter specialist of same level.

Also, I have plans for a barbarian-assassin-like Redcap scythe specialist for Fey Goblins, Gnomes, and other short races, and thinking of a name for the replacement for Feycaster/True Fey. It has clans that determine spell groups much like Psions have disciplines, but you can change the clans with seasons and gain more with levels; spellcasting is by SLAs per round, per encounter, and per day.

copied from my at-work post on http://z11.invisionfree.com/Feybook/index....dpost&p=3559034 , forgot I wrote that, for a while. sleep.gif;

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Sig
Posted: Oct 10 2008, 03:55 AM


Fey/Devil extraordinaire


Group: Members
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Joined: 3-August 07



Updated.
Tweaked a few wordings so as to avoid confusion, such as with Hallow (Nymph or target must both bath AND THEN rest for 1 hour, not do both then just piddle around for an hour)

• Added "cumulative" to the racial Jump +10 every 5 levels on Alseidic Stride invoke since it does build up to a total of Jump +40 by level 20.

• Added (Polymorph) subschool to Invocations, greatly reducing stackability.
Originally it allowed combining, say, 5 different shapeshifting ones but I saw that as abusable.
1 at a time is easier for mathkeeping and far more predictable. They can swap out as a standard action each round.
Perhaps it should be a move or even swift action by later levels...

• Made sure all Allures are NOT instantaneous.

• Redid fluff intro somewhat. It needed role description, which is mobile diplomat/healer/with specialized backup combat as needed.
I figured healing the animal companions and the Polymorphs would be enough.
Perhaps it needs some animal summoning too.
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Sig
Posted: Oct 10 2008, 04:35 AM


Fey/Devil extraordinaire


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Joined: 3-August 07



• Moved Wild Empathy and Animal Companion in to an Invocation of its own rather than as default class abilities.
I figure an Invocation is roughly equal to the worth of a feat. Maybe.
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Sig
Posted: Oct 14 2008, 02:56 AM


Fey/Devil extraordinaire


Group: Members
Posts: 626
Member No.: 3
Joined: 3-August 07



Edited, added Multimorph to allow limited use of additional Invocation (Polymorph)s at the same time.

The attack capabilities of 2-3 Morphs is limited with each attack, but the Nymph gets to choose the effect after each hit.
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Talisman
Posted: Oct 16 2008, 04:52 PM


Half-dragon mage


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Posts: 502
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Joined: 4-August 07



QUOTE (Sig @ Jan 24 2008, 12:47 AM)
Magicsense (Su): A Nymph may recognize the presence and direction of magic by using any of their normal senses, but not know the type or intensity.


I recommend changing to to detect magic at will, as the warlock. At higher levels it could become continuous, or even upgrade to arcane sight[.

QUOTE
Lay On Hands (Ex): Cure CHA x level HP damage by touch each day. As the Paladin ability of the same name.


You mean Charisma modifier x level, right? You don't mean that a 3rd-level, 18-Cha nymph sustainer can cure 54 (or annihiliate a 54-hp undead, no save), right?

QUOTE
Toxin Immunity (Ex): Immunity to natural poisons (but not magical). Otherwise as the Druid ability of the same name.


The druid ability is called "venom immunity." Small typo.

QUOTE
Imbue Animal (Su): A Nymph may substitute living animals, fey, or magical beasts that fit in one hand when creating magic items such as wands, rings, rods, or staves. Creatures must be willing. Activating the spell effect is otherwise normal for activating items, and the effect does not occur unless the animal is held and concentrated upon by another being with Intelligence 3 or more.


Interesting but...perplexing. Using animals as magic items could be cool, but it could also be profoundly silly ("I squeeze another fireball out of the rabbit!" "Quick, drink this shrew of cure moderate wounds!")

Does this emulate the warlock's "imbue item" ability? Do you need to have the item creation feats to use this? Can you simulate single-use items such as potions - and how the heck does that work?

Instead of "animals...that fit in one hand," I recommend specifying "animals...of size Tiny or smaller" (although the idea of a party trying to capture a dire badger of fireballs with 43 charges remaining is highly amusing).

QUOTE
Natural Aura (Su): As by the Angel racial ability "Protective Aura", effective against non-Nymphs and Evil beings. The aura combines a Magic Circle Against Evil (doubled bonuses) and Lesser Globe of Invulnerability as by spells of the same name, protecting self and allies within 20 foot radius.


So...how does this interact with an evil nymph? A non-evil mortal? As written, it looks like it either affects "creatures that are evil and are not nymphs" or "creatures that are not nymphs and creatures that are evil."

What if an evil nymph got this? There's no alignment restriction on this class; does an evil nymph really repel evil?

QUOTE
Semidivinity (Su): Greater Teleport, True Resurrection, and Heal at will.


I know it's freakin' 20th level and virtually no one every gets there, but please drop True Resurrection at will. As written, this means that no one the nymph cares about ever dies. Ever. You don't even need a body. Heck, an army with a 20th-level nymph sustainer would be invincible; the nymph just hangs back with a list of soldier's names and true rezzes them all day long.

1/day or even 3/day: sure. At will? No, no, no.

I like the invocations very much. Nice work; this looks like it could be a very fun class to play.
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