"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: Select all
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
• 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 is Disabled instead of destroyed.
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.
Code: Select all
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
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 a move action.
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 persists 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. Once per hour 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. Once per hour 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. Once per hour 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. Once per hour 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. Once per hour 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. Once per hour 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. Once per hour, 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. Once per hour 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. Once per hour 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). Once per hour 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. Once per hour, 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). Once per hour 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). Once per hour 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.