Dungeons and Dragons Nymph 3.5 PBP RPG

Tue, 28th January, 2020 - 5:04 pm GMT
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Nymph

Nymph

Medium Fey

Hit Dice:

6d6+6 (27 hp)

Initiative:

+3

Speed:

30 ft. (6 squares), swim 20 ft.

Armor Class:

17 (+3 Dex, +4 deflection), touch 17, flat-footed 14

Base Attack/Grapple:

+3/+3

Attack:

Dagger +6 melee (1d4/19-20)

Full Attack:

Dagger +6 melee (1d4/19-20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Blinding beauty, spells, spell-like abilities, stunning glance

Special Qualities:

Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy

Saves:

Fort +7, Ref +12, Will +12

Abilities:

Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

Skills:

Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)

Feats:

Combat Casting, Dodge, Weapon Finesse

Environment:

Temperate forests

Organization:

Solitary

Challenge Rating:

7

Treasure:

Standard

Alignment:

Usually chaotic good

Advancement:

7-12 HD (Medium)

Level Adjustment:

+7

A nymph is about the height and weight of a female elf.

Nymphs speak Sylvan and Common.

Combat

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 DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.

Spell-Like Abilities: 1/day-dimension door. Caster level 7th.

Spells: A nymph casts divine spells as a 7th-level druid.

Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0-cure minor wounds, detect magic, flare, guidance, light, resistance; 1st-calm animal, cure light wounds, entangle, longstrider, speak with animals; 2nd-barkskin, heat metal, lesser restoration, tree shape; 3rd- call lightning, cure moderate wounds, protection from energy; 4th-rusting grasp.

Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.


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The dark elf that I made my characters after was named Dalamar from the DragonLance books. He was the apprentice to the primary "Black Robes" magician named Raistlin.

He wasn't weak and he definitely wasn't good. But he could see when helping the good characters in the book would result in a benefit to himself. So while he was definitely "Dark", he didn't let his evil nature stop him from doing "Good" things just because they were good.

If I recall, Dalamar didn't appear until the fourth book in the series. The first three books were what established Raistlin as a powerful enough wizard to merit having an apprentice.

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