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Lix Lorn
2013-12-08, 11:08 PM
Nymphics
When elementals crossbreed with the humanoid races, all manner of wondrous beings can be born. Dragons composed wholly of flame, naga that dissolve into the water, wolves that turn to wind, and more besides. Eventually, though, the blood of Outside dilutes, and finds itself coming under the wide umbrella of the Nymphics.

TYPICAL NYMPHICS
A ‘typical Nymphic’ is as much of a contradiction in terms as a typical Spellscale, if not more. Even without considering the different elements and paradigms that birth Nymphic bloodlines, they can vary immensely. A Nymphic descended from a fire elemental of the desert will be golden red, and might develop sun-based powers, while a Nymphic of volcanic origin is likely to be a dark red-brown, and could wield control of stone. Nevertheless, some things are fairly reliable. Nymphics tend to be fey and flighty in temperament – with earth aligned bloodlines being the exception – and are generally friendly to anyone who respects the domain that they protect. Nymphics are predominantly women, but commonly breed true with other humanoid races.

PHYSICAL DESCRIPTION
Nymphics generally resemble humanoids, often mistakable for elves by someone who isn’t paying attention, but their domain always influences them. A nymphic descended from dryads is likely to have green hair, or even grass or flowers seemingly woven into it, if not green or brown skin. A nymphic of flame might have bright red hair – or could possess literal flame instead. A daughter of the Lampads is likely to be pale and wan, and spread madness to those who threaten her world.

Relations With Other Races
Most varieties of elves get on well with Nymphics, sharing an appreciation of most of the natural world, as well as being some of the greatest contributors to their race. Nymphics descended from Dryads are still more popular amongst their kind. Dwarves get on badly with most Nymphics, especially of the forest and the air varieties, but can sometimes get on with earth and fire aspected Nymphics. Orcs, ironically enough, have similar relations with them to the dwarves, while halflings and gnomes alike can be excellent friends of Air nymphs.

Alignment
The closest thing to a general rule is to say that more Nymphics are Chaotic Good than are any other single alignment. With such a varied group of interconnected races under the same name, their tendencies vary deeply. The children of light tend to be neutral good, while the true neutral lampads have children who, while they generally share that alignment, are often tempted to evil by the very nature of their powers.

Lands
Even without their sheer variety, the nature of the Nymphics and their parent races preclude any true lands for them. The best description is to say that they live in the wild places, where others don’t – although they rarely move on if other people come to live nearby. Mountain caves are the best place to find Oreads, and country rivers bear Naiads. The children of the dryads, of course, are most easily found protecting the forests.

Religion
Nymphics are not commonly religious, being more likely to worship nature spirits, or the concept of nature as a whole. When they do place their faith in a deific being, it tends to be in a god that shares a domain with their own ancestry. Nymphics raised among other species typically react in one of two ways – either adopting their faith, or rejecting it utterly.

Language
Nymphics almost always speak the language of their ancestors – sylvan for dryads, aquan for naiads, terran for oreads, and such. Apart from this, they tend to simply speak the language most common in the area they grew up.

Common Names
A tribute to the originality of mortals, Nymphic names are often puns. Dryads are ‘Rose’ or ‘Lily’, Naiads ‘Brooke’, and Aurai often have to suffer with the simple ‘Sky’. Some have more imaginative parents, and get the same variety of names as any other child of their community. Nymphics raised amongst their own kind tend to get names that, while sticking to an obvious theme of their nature, at least avoid the most obvious choices.

Adventurers
While many Nymphics remain in a single location, some even being bound there, many wish to take their abilities onto the road, and to see the whole world before they find somewhere to belong. Many, such as the Lampads, find that their natural abilities serve them well in the many inevitable battles such an adventure brings.

Nymphic Racial Traits
Abilities: +2 Dex, +2 Wis, +2 Cha, as well as -2 to either Str, Dex, or Con. Almost all Nymphics are at home in the world, beautiful to behold, and dextrous, although weak physically, although some – the armored Oreads being the most common – are less frail, albeit not so fast.
Size: Medium
Type: While humanoids, Nymphics are also touched by fey and/or elemental energies. They choose one or both of these types, and are affected as if those types, as well as humanoid.
Movement Rate: 30ft land
Wild Empathy: When dealing with creatures native to the area of their domain, Nymphics may use Wild Empathy as if a Druid of their character level.
Natural Talent: If a Nymphic takes levels in druid, they cast spells as if they had one more level in Druid than they did, to a maximum of their effective character level.
Domain: Every Nymphic is associated with a certain area, or sometimes several, depending on their ancestry. A Dryad Nymphic is associated with forests, a Naiad with rivers, a Nereid with oceans, and a Lampad with the underworld. This does not affect their rules, except by flavouring their Wild Empathy, ability scores, and feat choices.
Soul of Elements: The power of their domain is in their blood. At each effective character level divisible by three, they may choose a single bonus Nymphic feat.
Languages: Common, and one based on domain, plus any bonus languages, which may include Druidic.
Favoured Class: Druid, Beguiler, or Beastmaster
LA: +2

Nymphic Template
Abilities: +2 Dex, +2 Wis, +2 Cha, as well as -2 to either Str, Dex, or Con. Almost all Nymphics are at home in the world, beautiful to behold, and dextrous, although weak physically, although some – the armored Oreads being the most common – are less frail, albeit not so fast.
Size: Medium
Type: As before, but Nymphics are also touched by fey and/or elemental energies. They choose one or both of these types, and are affected as if those types, as well as their original type.
Movement Rate: Unchanged.
Natural Talent: If a Dryad takes levels in druid, they cast spells as if they had one more level in Druid than they did, to a maximum of their effective character level.
Domain: Every Nymphic is associated with a certain area, or sometimes several, depending on their ancestry. A Dryad Nymphic is associated with forests, a Naiad with rivers, a Nereid with oceans, and a Lampad with the underworld. This does not affect their rules, except by flavouring their Wild Empathy, ability scores, and feat choices.
Soul of Elements: The power of their domain is in their blood. At each effective character level divisible by three, they may choose a single bonus Nymphic feat.
Languages: Gain one based on domain, may choose Druidic as a bonus language.
Favoured Class: Druid, Beguiler, or Beastmaster
LA: +2

Racial Feats
Flaw-Housebound
Prerequisites: Nymphic
Penalty: Designate a single inanimate, geographic object connected to your domain, such as a plant for a dryadic Nymphic, or a torch of flame for a fiery Nymphic. Its lifespan is equal to your own, and it shares your hit point total. You may not move further than one mile, plus one mile per four character levels from it. By geographic, this feat refers to a location as much as an object: it is something that require tremendous effort to move; such as a menhir or a river.
Benefit: Two bonus feats.
Special: Taking this flaw counts as two flaws. This flaw is most common amonst Dryadic Nymphics, but is also common for water nymphs who cannot leave their stream. For
Normal: You can live without being homestuck to a shrubbery.

Domain Meld
Prerequisites: Housebound Flaw
Benefit: By spending a full round action in contact with your bound object, you meld into it. Only True Seeing will see you within it. It requires another full round action to leave. You may remain within indefinitely, but may leave a number of times per day equal to your highest mental ability modifier. Targetted dispel magic may throw you out, treating your character level as your caster level.
Normal: You live in a house. Not a tree.

Domain Healing
Prerequisites: Domain Meld
Benefit: While melded with your domain, you have fast healing 2, and can regrow lost limbs.
Normal: Herbal medicine is not so efficient.

Domain Blast
Prerequisites: Nymphic
Benefit: You possess a ranged natural weapon, used by somehow manipulating your domain. A hail of sharp spikes, a blast of fire, or a celestial energy that induces madness are all possibilities. This attack has a 30ft range, +5ft per point of your highest mental ability score modifier, and has a base damage depending on its type. If it does slashing, bludgeoning, piercing or nonlethal damage, it deals 1d10+highest mental ability score damage.
If it does fire, acid, electricity, or cold damage, it does 1d8+highest mental ability score damage.
If it does sonic damage, it does 1d6+highest mental ability score damage.
If it deals negative energy, force, positive energy, or untyped damage, it deals 1d4+highest mental ability score damage.
Many Nymphics create a small trinket representing their power, costing 300gp. This trinket can be enchanted as a weapon, and grants its benefits to the Nymphic’s natural attacks with this feat.
Special: You may take this feat more than once, each time giving you an additional potential damage type.
Normal: You need to use weapons like everybody else.

Domain Strike
Prerequisites: Domain Blast, Improved Unarmed Strike
Benefit: As a swift action, you may imbue your hands with your domain. Next time you strike a foe, they must make a will save with DC 10+1/2ECL+highest mental ability score modifier, or suffer damage equal to that of your Domain Blast.
Special: You may take this feat a second time. If you do, you may use its ability as a free action.
Normal: Only monks can set their fists on fire. And it sucks.

Domain Blade
Prerequisites: Domain Blast, Weapon Focus (Chosen Weapon)
Benefit: As a swift action, you may imbue a weapon of the chosen type with your domain.Next time you strike a foe with that weapon, they must make a will save with DC 10+1/2ECL+highest mental ability score modifier, or suffer damage equal to that of your Domain Blast.
Special: You may take this feat a second and third time in either order. One allows you to use its ability as a free action. The other allows you to use the ability with any weapon.
Normal: If you're on fire, it's a bad thing. Unless you're fighting ninjas.

Domain Might
Prerequisites: Domain Blast, ECL 6
Benefit: Your ranged attack deals an additional dice of damage.
Special: You may take this feat a second time. If you do, you deal one die of damage for each second ECL you possess.
Normal: If you want to throw elemental power, you take Warlock.

Domain Fury
Prerequisites: Domain Might
Benefit: You may use your iterative attacks from BAB, and any other bonus attacks, with your ranged natural weapon.
Normal: Core Warlocks wish they got it this good.

Death Throes
Prerequisites: Domain Blast
Benefit: When you die, you immediately explode. All objects and creatures within 5ft/ECL take damage equal to the maximum damage of your Domain Blast. A successful reflex save, with DC 10+1/2 ECL+highest ability modifier, halves this damage.
If this feat is used, your body is destroyed, as per disintegrate.
Special: This makes you really hard to resurrect.
Normal: EXPLODING IS NOT A VIABLE COMBAT STRATEGY

Horizon Blast
Prerequisites: Domain Blast
Benefit: Double the range of your Domain Blast.
Special: You may take this feat more than once.
Normal: You don't need a telescope to aim. Or a map.

Blast Wave
Prerequisites: Domain Blast
Benefit: As a full round action, you may project a wave of destruction. It reaches out to half the maximum range of your Domain Blast, and deals that damage to all beings within, except yourself. They are entitled to a reflex save, with DC 10+1/2 ECL+highest ability modifier to halve this damage.
Special: You may take this feat a second time. If you do, you may choose to not deal damage to some creatures and objects in the radius.
Normal: You burn one thing at a time.

Flame Web
Prerequisites: Domain Blast
Benefit: By using your domain blast as a full round action, you launch a web of your element. As well as dealing normal damage, it functions as a net. They must make a reflex save with DC 10+1/2 ECL+highest ability modifier or become entangled. An entangled foe cannot move, and suffers 1d6+highest ability modifier damage each round. An entangled creature can escape the web with a
successful Escape Artist or Strength check, with DCs of 13 and 16+1/2 ECL+highest ability modifier respectively. The check DCs are Constitutionbased, and the Strength check DC includes a +4 racial
bonus. The web has (ECL+highest ability score)x2 hit points and hardness equal to your ECL plus 2. If any part of the flame web takes more points of cold damage than your highest ability modifier, the flame is extinguished and the web becomes cold and brittle, reducing the difficulty of the Escape
Artist and Strength checks by five.
Special: This feat assumes the use of a fiery domain blast. Other elements could be used - a frostweb would have a weakness to fire, for example.
Normal: I DO NOT WANT TO KNOW WHAT YOUR ANCESTORS SEDUCED.

Blazing Tumble
Prerequisites: Domain Blast, Tumble 9 ranks.
Benefit: As a full round action, you may take two move actions, and make a tumble check for each foe you move through. Each foe you successfully move through takes damage equal to your Domain Blast, although they may halve this damage by making a reflex save with DC 10+ 1/2 ECL+highest ability modifier.
Normal: Your cartwheels are not that hot.

Speed of Elements
Prerequisites: Nymphic
Benefit: Your movement speed is increased by 20ft.
Special: Moving higher than your movement speed before this feat requires the obvious use of your domain. Plants may buoy a dryad’s step, an ice nymphic may skate along rapidly freezing ground, or a fire nymphic could merely leave flaming footprints.
Normal: TOO WEABOO.

Wings of Element
Prerequisites: Speed of Elements, ECL 6
Benefit: You gain a flight speed equal to your base land speed, with good maneuverability.
Special: You may take this feat twice. If you do, you add 30ft to your flight speed, and possess perfect maneuverability.
Normal: You cannot fly on wings of flame, or rise aloft on the storm’s wings.

Foam-Dancing Step
Prerequisites: Speed of Elements
Benefit: Through whatever method, you may travel on or in water at full speed, without the necessity of swim checks. If you do make swim checks, you have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided it swims in a straight line.
Special: Water nymphs simply run upon the water, while frost nymphs skate along the surface. Other nymphs require more thought – a dryad who runs upon lilies that blossom as she steps could be beautiful to behold.
Normal: Running on water is for casters.

Domain Mastery
Prerequisites: Nymphic
Benefit: When fighting in an area defined by your domain, foes suffer a -1 penalty to attack rolls, and you gain a +1 bonus on saving throws. In addition, foes take a penalty equal to your largest ability modifier on damage rolls against you.
These effects only apply if both you and the target are both within the domain.
Special: For a dryad, this feat would apply in the woods, while an air nymphic is safe in the sky. A water nymphic is safest underwater, an Earth nymphic with both feet on the ground, while a fire nymphic is safest in the midst of an inferno.
Special: You can get shot just the same anywhere.

Domain Resistance
Prerequisites: Nymphic
Benefit: Choose either DR or energy resistance to a type linked to your domain. You receive 5 of the chosen resistance, and add your effective character level to that resistance.
Special: While a storm elemental might take electricity resistance, by far the most common use for the energy resistance of this feat is a fire elemental.
If you have energy resistance of 15 or higher, you may take this feat a second time, conferring immunity to that energy type.
Normal: You are soft, inflammable, and highly stabbable.

Whirlwind Step
Prerequisites: Nymphic
Benefit: You gain +4 to tumble checks made to move into, out of or through threatened areas, including enemy spaces. You add 4 to your AC against attacks of opportunity suffered from doing this. You may move into an occupied space.
Special: This ability usually represents Air elemental ancestry.
Normal: You don't partially transmogrify to wind as you run.

Whirlwind Form
Prerequisites: Whirlwind Steps
Benefit: As a full round action, you may transform into a spiralling column of wind. A medium creature becomes a whirlwind of up to 30ft of height. The whirlwind is 5 feet wide at the base, and up to half it's height wide at the top.. The elemental controls the exact height, but it must be at least 10 feet.

As a whirlwind, you may not make normal attacks or attacks of opportunity, but can move at your normal pace, and receive a +1 dodge bonus to AC. Any foe in the same space as you must pass a reflex save, or take 1d6+highest ability modifier damage for a medium Nymphic. If they fail, they must pass a second save or be trapped in the whirlwind. A trapped foe takes this damage each round, but may attempt a Reflex save to escape. These saving throws have a DC of 10+1/2 ECL+highest ability modifier.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
Special: A character may use the Whirlwind Attack feat while in Whirlwind form with any weapons or attacks they could normally use. Like its prerequisite, this feat usually represents Air heritage, but some water elementals use a similar ability.
A character may take this feat an additional time for each fifth ECL they possess. Each time they do, they increase the maximum height of their whirlwind by 10ft, and the damage they deal as if by one size.
Normal: Whirlwind attack is not literal. Or useful.

Domain Form
Prerequisites: Nymphic
Benefit: Your body is less physical, more like the elemental bodies of your ancestors.
You gain a +2 racial bonus on saving throws against poison, sleep effects, paralysis, and stunning. In addition, you have a 25% chance to ignore critical hits and precision damage.
Special: You may take this feat up to four times. its effects stack. The fourth purchase grants immunity to sleep, poison, paralysis, and stunning, as well as immunity to precision damage and crits due to a lack of understandable biological anatomy.
Normal: You have soft bits you prefer unhurt.

Earth Step
Prerequisites: Nymphic
Benefit: You gain a burrow speed equal to your base land speed.
Special: Obviously, this feat represents Earth ancestry.
Normal: You need a shovel.

Earth Glide
Prerequisites: Earth Step
Benefit: You can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor do you create any ripple or other sign of your presence. A move earth spell cast on an area containing a burrowing earth Nymphic flings them back 30 feet, stunning them for 1 round unless they succeeds on a DC 15 Fortitude save.
Normal: You can't move through anything as easily as a fish through water unless you are a fish. In water.

Sodden Gaze
Prerequisites: Nymphic
Benefit: As a standard action, you can put out any nonmagical fire of no more than one size greater than you, or drench something with up to two gallons of fresh water.
Special: This feat almost always represents water heritage.
Normal: You can't make people wet by just looking at them.

Steal Breath
Prerequisites: Nymphic
Benefit: As a full round action, you may attempt to draw the air from the lungs of a helpless target within 5ft/point of your highest ability modifier. They must make a fortitude save with DC 10+1/2 ECL+highest ability modifier, or suffer 1d3 points of constitution damage. You regain 2hp for each point of constitution damage dealt, to a maximum of half health, and killing a creature with this ability is treated as a filling meal.
Special: This feat represents a heritage of evil and murderous air spirits.
Normal: You have to strangle like everyone else.

Shock
Prerequisites: Nymphic
Benefit: As a move action once per round, you may target one foe within 10ft with a jolt of weak electricity. This does 2d4+highest ability score damage, increased as if by two sizes for each fifth HD the Nymphic possesses. (Weapons that increase damage past an 8d6 effective damage from size add 2d6 damage per size.) This damage is both electricity and nonlethal. A successful fortitude save with DC 10+1/2 ECL+highest ability modifier negates this damage.
Special: This ability is most commonly found in the bloodline of Storm Elementals.
Normal: You cannot electrocute people with a thought, even weakly.

Awe
Prerequisites: Shock
Benefit: As a full round action which may be used once every 2d4 rounds, you may unleash a clap of thunder, which is followed by a blast of lightning. Each does damage equal to your Shock. The clap of thunder deals damage to all foes within 5ft/HD, and the lightning produces a line of length 10ft/HD. Each allows a reflex save for half damage, with DC 10+1/2 ECL+highest ability modifier. The thunder deals sonic damage, while the lightning deals electricity.
Normal: You are not the oncoming storm. Stop humming.

Endurance of Black Stone
Prerequisites: Nymphic
Benefit: One an encounter, when you take damage, you may make a fortitude saving throw. This has the same DC as the original save, if there was one, or otherwise of 10+1/2 enemies HD+relevant ability modifier. If they pass, they suffer half damage.
Normal: Pain hurts.

Stability of Rock
Prerequisites: Nymphic
Benefit: You gain the stability racial ability. You gais a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or
otherwise not standing firmly on the ground).
Special: While most common among earth elementals, similar abilities exist amongst other elementals.
Normal: You're a klutz by comparison.

Penetrating Strike
Prerequisites: Nymphic
Benefit: Your natural attacks penetrate DR as if adamantine, cold iron, and silver.
Special: This trait is frequently seen amongst earth nymphics.
You may take this feat a second time, applying its effects to weapons you wield.
Normal: DR is a jerk.

Buffeting Winds
Prerequisites: Nymphic
Benefit: As a full round action, the Nymphic may project a burst of winds in a radius of 10ft/ECL. She may choose two creatures within that area, and move them 5ft per point of her highest ability score modifier. She may push a creature to a location outside the area of this effect, but the pushed creature can’t end up in another creature’s or object’s space. They may resist this movement with a successful reflex save, with DC 10+1/2ECL+highest ability score modifier. A creature takes a –4 penalty on this save per size category below Medium. Bigger creatures gain a +4 bonus per size category above Medium.
Special: Obviously, this feat is native to Air Nymphics. It may be taken more than once, each time adding 1+number of copies of this feat to the number of targets she may push with this feat.
Normal: Wind is unpleasant, not a tactical weapon.

Draining Aura
Prerequisites: Nymphic
Benefit: As a swift action, you may begin to generate an aura of intense heat. Foes with resistance or immunity to fire or the effects of extreme heat are immune, but other foes within 5ft/ECL must make a saving throw or be fatigued. A successful save renders them immune to your draining aura for 24 hours. A fatigued foe who fails another save is exhausted. These conditions end if a victim leaves the aura for one minute. The save DC is equal to 10+1/2 ECL+highest ability modifier.
Special: While associated with fire, cold temperatures could provoke the same response.
Normal: While you may be hot, it's probably not based on temperature.

Malleable Form
Prerequisites: Nymphic
Benefit: Your control over your form is such that you can change your dimensions to fit through the tiniest gap. You move at normal speed through terrain that slows movement. You can move through permeable objects at half speed, but you cannot move through
completely solid barriers. For example, you can flow through a wooden or brick wall by squeezing into cracks and channels, but could not move through a wall of solid iron or rock, such as that produced by wall of stone.
If you end your movement completely within an object, opponents do not have line of sight or line of effect to you. Your reach drops to 0 feet.
Normal: You are a solid.

Engulfing Form
Prerequisites: Nymphic
Benefit: As a standard action, you can flow over smaller creatures, entrapping them within your liquid form. You simply move into the opponents’ space; any creature whose space is completely
covered is subject to the engulf attack. You may not make attacks during a round in which you engulf. You can engulf as many creatures as fit in your space.
Opponents can make attacks of opportunity against your movement, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on Reflex saves of DC 10+1/2 ECL+highest ability modifier or be engulfed; on a success, a creature moves aside or back (opponent’s choice) to move out of the assassin’s path. Engulfed creatures are considered to be grappled
within your body, and they suffer 1d6+highest ability modifier damage per level. Engulfed creatures that breathe air might drown.
Special: This ability is most common amongst water elementals, but is also useful for some air and fire nymphics, amongst the most common forms.
You may take this feat once more for each fifth ECL you possess. When you do, you increase your size when using Engulf by one size category, gaining no benefits except those it applies to that ability and your grapple checks.
Normal: Eating bandits is frowned upon.

Domain Disruption
Prerequisites: Nymphic
Benefit: Creatures within 10ft/ECL, other than elementals and Nymphics, that attempt to cast a spell that manipulates the same substance as your domain must make an opposed caster level check, using your ECL as your caster level, or suffer a penalty to caster level on that spell equal to your highest ability modifier. You may deactivate or reactivate this ability as a standard action.
Special: Spell Penetration applies for foes against this feat.
This feat is simplest on domains with spell descriptors, as they have descriptors that can be checked. You may take this feat a second time, allowing you to apply its effects selectively to characters within range you designate.
Normal: You don't ruin magic.

Domain Denial
Prerequisites: Domain Disruption
Benefit: A foe who fails to penetrate your disruption must make a will save, with DC 10+1/2 ECL+highest ability modifier, or have their spell fail entirely.
Normal: You don't beat a caster.

Ruin Strike
Prerequisites: Nymphic
Benefit: Once per encounter you may strike the ground, causing a shockwave to emerge. Foes within 5ft/HD are treated as if Bull Rushed away from the Nymphic. The Nymphic may use her highest ability score instead of Strength. Creatures that fail their opposed checks are driven back 5ft per point of your highest ability modifier, or to the edge of the radius, whichever is less. They then fall prone.
Special: This ability is associated with urban earth elementals.
You may take this feat a second time, if you have ECL 10 or higher. If you do, you may use this ability once every 1d4 rounds.
Normal: Punching the ground hurts your hand.

Nauseous Slime
Prerequisites: Nymphic
Benefit: When the character deals melee damage, the target must make a fortitude save with DC 10+1/2 ECL+highest ability modifier, or else be sickened for one round.
Passing this save makes a target immune to that Nymphic's Nauseous Slime.
Special: Your ancestors had terrible taste.
You may take this feat twice. If you do, you may apply this feat to ranged attacks.
Normal: You understand hygiene.

Dusk and Dawn
Prerequisites: Nymphic
Benefit: Somewhere in your family tree, a shadowy nature entered your blood. As a standard action, you may blanket an area of 30ft radius with shadowy illumination.
Normal: You have to turn out the lights.

Domain Sight
Prerequisites: Nymphic
Benefit: By taking five minutes while in an area covered by their domain, the Nymphic can cast Augury as a spell-like ability. They may do this once per day.
Special: You may take this feat a second time, requiring ECL 9. if you do, you may now mimic the spell Divination instead of Augury.
Normal: Staring into the fire will not let you see Jon Snow.

Avarice
Prerequisites: Nymphic
Benefit: Once an encounter, a Nymphic may cause a foe within 30ft+5ft/HD to be overcome with greed. They must attack the nearest creature with metal or mineral wealth, even if an ally. They will stop at nothing to obtain this wealth. This ability lasts for 1d4 rounds. A successful will save, of DC 10+1/2 ECL+highest ability modifier renders the target immune to the ability for 24 hours.
Special: You may take this feat a second time. If you do, you may use this ability a number of times per encounter equal to half your highest ability modifier.
This ability stems from specific earth heritage, but other elementals could have similar abilities.
Normal: You don't rage about the theft of the earth's riches.

Reworked and expanded the Forest-Touched (http://www.giantitp.com/forums/showthread.php?p=16189136#post16189136). Any suggestions for more feats would be wonderful; some more specific ones might include a high level Control Weather and a madness rider for lampads. Going through all the elementals for ideas is also planned!

Chronos
2013-12-10, 10:38 AM
The ability adjustments are a bit awkward: They get +2 to dex, but might also get -2 to dex?

And I'm not really seeing a +2 LA. The only thing they have that justifies an LA is the ability score modifiers, and +1 LA is plenty for that. Oh, and maybe the druid spellcasting thing, but that's also worth less than 1 LA, since it at most means that a nymphic druid can dip one level of some other class for free (not even that, really, since their animal companion and wildshape will still lag).

Qwertystop
2013-12-10, 12:52 PM
Potential problem: Many inanimate objects connected to a given domain could be things easily carried. An (Earth Elemental + anything) Nymphic could be bound to a gemstone and just carry it in her pocket, for example. That's a lot easier to ignore than most flaws - even the ones that drop ranged attack rolls on a melee-er or something could still have impact, but this only means that if you get everything you own taken, you can't get more than a few miles from wherever they're being kept.

Lix Lorn
2013-12-10, 02:33 PM
The ability adjustments are a bit awkward: They get +2 to dex, but might also get -2 to dex?

And I'm not really seeing a +2 LA. The only thing they have that justifies an LA is the ability score modifiers, and +1 LA is plenty for that. Oh, and maybe the druid spellcasting thing, but that's also worth less than 1 LA, since it at most means that a nymphic druid can dip one level of some other class for free (not even that, really, since their animal companion and wildshape will still lag).
That's entirely intentional. Mostly, the odd ones out will be Earth elementals, which have no place having a Dex bonus, or a Str/Con penalty.

As for the 2 LA, it's partly to counteract all the shiny feats they get access to, as well as to match the pattern of my existing angelic/fiendish heritage races. When I have more feats, they may get a bonus feat progression to shore it up.


Potential problem: Many inanimate objects connected to a given domain could be things easily carried. An (Earth Elemental + anything) Nymphic could be bound to a gemstone and just carry it in her pocket, for example. That's a lot easier to ignore than most flaws - even the ones that drop ranged attack rolls on a melee-er or something could still have impact, but this only means that if you get everything you own taken, you can't get more than a few miles from wherever they're being kept.
This is a good point, and one that I'll edit to prevent.

Qwertystop
2014-01-24, 11:10 AM
Just thought of something: What if there was a feat to extend Housebound and the chain from it to work on a category, like "Oak trees" or "Exposed rock formations"? Gives more range but you still have to be near at least one instance.

Lix Lorn
2014-01-24, 11:26 AM
Maaaaybe. But, if you spend two feats, you negate the flaw anyway, so it'd be easier at that point to just fluff it IMO

Qwertystop
2014-01-24, 11:36 AM
Maaaaybe. But, if you spend two feats, you negate the flaw anyway, so it'd be easier at that point to just fluff it IMO

Not quite. You take Housebound plus the extension feat, effectively having a less-restrictive version of Housebound that only gives one feat, which may or may not be the feat chain that requires Housebound.

Lix Lorn
2014-01-24, 11:43 AM
I seeeeee...