Nymph
Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.
- HP
- 60 (8d6+32)
- AC
- 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
- Speed
- 30 ft., swim 20 ft.
- Init
- +5
- Melee
- mwk dagger +10 (1d4/19-20)
- BAB
- +4
- CMB
- +9
- CMD
- 27
- Fort
- +13
- Ref
- +18
- Will
- +16
- DR
- 10/cold iron
Weapons: Simple
Stunning Glance — As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Inspiration — A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Unearthly Grace — A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy — This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check.
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense Motive +14, Stealth +16, Swim +19
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Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Summon Nature's Ally IV (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Call Lightning (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Water Breathing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Barkskin (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Flame Blade (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Resist Energy (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tree Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Animal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Endure Elements (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Entangle (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Obscuring Mist (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Produce Flame (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Guidance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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