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Emma-Iesteii

PostPosted: Thu Dec 10, 2009 9:29 pm


So this will be where I post my homebrews. At the moment I will focus on turning high LA races into LA+0 races with racial levels.

Right now, however, I'm going to give a go at some Pathfinder stuff, just to see if I can.
PostPosted: Fri Dec 11, 2009 1:06 pm


What do people think about my version of the pathfider nymph?


.___________________________________________________________.
|Race: Nymph |
| |
|Nymph Racial Traits |
| |
|+2 Dexterity, +2 Intelligence, +2 Charisma: Nymphs are |
|nimble, both in body and mind, and are exceptionally |
|charming and beautiful. |
| |
| |
|Medium: Nymphs are Medium creatures and have no bonuses or |
|penalties due to their size. |
| |
|Normal Speed: Nymphs have a base speed of 30 feet. |
| |
|Low-Light Vision: nymphs can see twice as far as humans in |
|conditions of dim light. See Chapter 7. |
| |
|Languages: Nymphs begin play speaking Common and Sylvan. |
|Nymphs with high Intelligence scores can choose from the |
|following: Aquan, Celestial, Draconic, Druid, Elven, |
|Halfling, and Gnome. |
|___________________________________________________________|
|Class: The Nymph |
| |
|Hit Die: d6 |
| |
|The nymph's class skills are Acrobatics, Bluff, Climb, |
|Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge |
|(geography), Knowledge (local), Knowledge (nature), |
|Perception, Perform, Sense Motive, Sleight of Hand, |
|Stealth, Swim, Use Magic Device. |
| |
|Skill points equal to 6 + Int modifier (minimum 1) per Hit |
|Die. |
| |
|Weapon and Armor Proficiency: nymphs are proficient with |
|all simple weapons. They are not proficient with any type |
|of armor or shield. |
| |
|Table: Nymph |
|Lv.-BAB--Fort-Refl-Will-Abilities-Special |
|01 +0 +0 +2 +2 Nymph Grace, Wild Empathy|
|02 +1 +0 +3 +3 +4Cha Blinding Beauty |
|03 +1 +1 +3 +3 +4Dex |
|04 +2 +1 +4 +4 +4Con Stunning Glance |
|05 +2 +1 +4 +4 +4Int Cha |
|06 +3 +2 +5 +5 +4Wis |
|07 +3 +2 +5 +5 +4Dex |
|08 +4 +2 +6 +6 +4Con Cha Inspiration |
|09 +4 +3 +6 +6 |
|10 +5 +3 +7 +7 +4Int |
|11 +5 +3 +7 +7 +4Dex Cha |
|12 +6/+1 +4 +8 +8 +4Con Wis |
|13 +6/+1 +4 +8 +8 |
|14 +7/+2 +4 +9 +9 +4Cha |
|15 +7/+2 +5 +9 +9 +4Dex Int |
|16 +8/+3 +5 +10 +10 +4Con |
|17 +8/+3 +5 +10 +10 +4Cha |
|18 +9/+4 +6 +11 +11 +4Wis |
|19 +9/+4 +6 +11 +11 +4Dex |
|20 +10/+5 +6 +12 +12 +4Con Int Cha |
| |
|Nymph Grace (Su): 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 (Su): This works like the druid’s wild empathy|
|class feature, except the nymph has a +2 racial bonus on |
|the check. The nymph’s effective druid level is equal to |
|her HD for determining her total modifer to the check. At |
|level 4 and every subsequent even numbered level this bonus|
|increases by +2. |
| |
|Blinding Beauty (Su): This ability affects all humanoids |
|within 30 feet of a nymph. Those who look directly at a |
|nymph must succeed on a Fortitude save or be blinded for |
|one hour. A nymph can suppress or resume this ability as a |
|free action. The save DC is equal to 10 + the nymph's class|
|levels + charisma modifier. |
|At level 4 the blindness lasts for one day. At level 6 the |
|blindness lasts for one week. At level 8 the blindness is |
|permanent. |
| |
|Stunning Glance (Su): As a standard action, a nymph can |
|stun a creature within 30 feet with a look. The target must|
|succeed on a Fortitude save or be stunned for 1d4 rounds. |
|The save DC is equal to 10 + the nymph's class levels + |
|charisma modifier. At level 8 the duration becomes 2d4. |
| |
|Inspiration (Su): 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. |
| |
|Table: Spells Per Day |
|Lv. 1 2 3 4 5 6 |
|01 1 |
|02 2 |
|03 3 |
|04 4 1 |
|05 4 2 |
|06 4 3 |
|07 4 4 1 |
|08 4 4 2 |
|09 4 4 3 |
|10 4 4 4 1 |
|11 4 4 4 2 |
|12 4 4 4 3 |
|13 4 4 4 4 1 |
|14 4 4 4 4 2 |
|15 4 4 4 4 3 |
|16 4 4 4 4 4 1 |
|17 4 4 4 4 4 2 |
|18 4 4 4 4 4 3 |
|19 4 4 4 4 4 4 |
|20 4 4 4 4 4 4 |
| |
|Spells: A nymph casts divine spells from the nymph spell |
|list presented below. She can cast any spell she knows |
|without preparing it ahead of time. To learn or cast a |
|spell, a nymph must have a Charisma score equal to at least|
|10 + the spell level. The Difficulty Class for a saving |
|throw against a nymph’s spell is 10 + the spell level + the|
|nymph’s Charisma modifier. |
| |
|Like other spellcasters, a nymph can cast only a certain |
|number of spells of each spell level per day. Her base |
|daily spell allotment is given on Table Spells Per day. In |
|addition, she receives bonus spells per day if she has a |
|high Charisma score. |
| |
|A nymph must spend 1 hour each day in a trance-like |
|meditation on the mysteries of nature to regain her daily |
|allotment of spells. A nymph may prepare and cast any spell|
|on the nymph spell list, provided that she can cast spells |
|of that level. |
| |
|Orisons: Nymphs know a number of Orisons, or 0-level |
|spells, as listed in their spell list. These spells are |
|cast like any other spell, but they do not consume any |
|slots and may be used again. The nymph is able to prepare a|
|number of orisons equal to her charisma modifier each day. |
| |
|]]0th Level Spells (Orisons): |
| *Create Water |
| *Dancing Lights |
| *Daze |
| *Detect Magic |
| *Flare |
| *Ghost Sound |
| *Know Direction |
| *Lullaby |
| *Purify Food and Drink |
| |
|]]1st Level nymph spells: |
| * Burning Hands |
| * Calm Animals |
| * Charm Person |
| * Entangle |
| * Magic Stone |
| * Obscuring Mist |
| |
|]]2nd Level nymph spells: |
| * Barkskin |
| * Calm Emotions |
| * Fog Cloud |
| * Hold Animal |
| * Produce Flame |
| * Soften Earth and Stone |
| * Wind Wall |
| |
|]]3rd Level nymph spells: |
| * Call Lightning |
| * Dominate Animal |
| * Fireball |
| * Gaseous Form |
| * Plant Growth |
| * Stoneshape |
| * Suggestion |
| * Water Breathing |
| |
|]]4th Level nymph spells: |
| * Air Walk |
| * Control Water |
| * Command Plants |
| * Heroism |
| * Sleet Storm |
| * Spikestones |
| * Summon Nature's Ally IV |
| * Wall of Fire |
| |
|]]5th Level nymph spells: |
| * Beast Shape |
| * Charm Monster |
| * Control Winds |
| * Fire Shield |
| * Ice Storm |
| * Wall of Stone |
| * Wall of Thorns |
| |
|]]6th Level nymph spells: |
| * Antilife Shell |
| * Chain Lightning |
| * Cone of Cold |
| * Control Winds |
| * Fire Seeds |
| * Gease/Quest |
| * Repel Wood |
| * Stoneskin |
|___________________________________________________________|

Edited Dec12: Added the section on orisons and added the orisons to the nymph's spell list and added survival to class skills.

Emma-Iesteii


deadsystem
Crew

PostPosted: Fri Dec 11, 2009 1:52 pm


I've never really liked/understood the mechanics of using monsters as players (At least, monsters with ELA), but it looks like you put that one together fairly well.
One of the few things that jumped out at me as being a tiny bit weird is that from what I can tell, Pathfinder races always have +2 to two attributes, -2 to one...
But creatures are different, aren't they.

Yeah, looks pretty good.
PostPosted: Sat Dec 12, 2009 2:09 pm


Well I had a few considerations here:
1: Comparing the entry for the Drow in the PF Bestiary, we see the Drow Noble get massive racial bonusses. I think they get +4, +4, +2. They, from what I could see, were not given an LA, and the book said they had a CR equal to their class level, and this is in addition to their magical abilities and SR!

2: Comparing to the races in the core book, we see a number of other features. For example elves get immunity to sleep, bonus against enchantments, a bonus to perception, and access to elven weapons as martial. I think all that is worth an effective +4 to one ability score.

3: I had to make the stat progression as even as possible without giving a bunch of +2's each level. To do that, I made it +4's every few levels and put the remainder in the racial bonusses. I used the standard Pathfiner CR7 nymph (with 8HD) as my guide for this. At level 8, this nymph will be exactly the same as the one in theBestiary, EXCEPT:


Well, instead of giving the casting as a druid, I made up a spell list from the following cleric domains:

*Air
*Animal
*Charm
*Earth
*Fire
*Plant
*Water
*Weather

Combined with their fewer spells, I think this makes for a different style of encounter, if used as a monster, and is not overpowered as a player character. Yes they get stacks of ability increases, but they get poor HD (d6), yes they get two saves (good reflex and will, as all fey do) but they also get wizard attack bonus. This class makes for more of a sneaky type. A kind of druidic guerrilla who hides in the shadows of the forest casting suggestion and soften earth and stone and dominate animal before doing the rest of their typical tactics.

Also, this will make it a lot easier for DM's, if they choose to use my homebrew, to field lower level nymphs against parties earlier, or even field groups of nymphs, as a kind of coven of nature witches or some such nonsense.

If you'd like for me to make a leveled progression for any other creatures, either for PC usage, or just so you have a progression for weaker monsters, don't hesitate to ask. I might not be the best at this, but I find it really fun, when I have the time.

Emma-Iesteii

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