Shavaran

Maulium's page

Organized Play Member. 153 posts. No reviews. No lists. No wishlists.



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Hello! I've been looking for this mini everywhere, preferable painted. I'm almost done with my dragon collection for pathfinder, I just need this one article and I haven't found it on EBay, Amazok or Etsy, yet. Any place where I can for sure get it? Please let me know!

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So, how would you roleplay a half-elven girl ranger monk who is dumb as wood (int:7) averagely charismatic (cha:10) and incredibly wise (wis:20)?

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Yup, anyone out ther who can illustrate weapons? Or show me a tutorial (although I don't have much time)...

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You are walking through the forest, what do you see?

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Long time no see forum ;P

Ok now, to business! Ladies and Gentleman! I present to you:

JONNY’S SMALL GUIDE FOR CHARACTER CREATION FOR BEGINNERS

This guide is meant to help GM's (and players) on the tasking of building a character for the PC's. This guid is incomplete, so it's here where I ask for your aid in this matter, and I'm open to criticism.

P.D.: NO NEED TO READ THE WHOLE POST, MAYBE JUST READ WHAT YOU ARE INTERESTED IN AND COMMENT ON IT (ANY COMMENT IS GREAT HELP).

Disclaimer: I do not claim to own any of the original material quoted from the Pathfinder RPG system.

Ok, now, let's get started...

As often as it is seen when creating a new campaign for beginners, some of those beginners might not have a clue of what they are doing, and sometimes when creating the classes and characters the system of an RPG is so complex that we don’t really leave much agency for the player to decide what they really want to be.

So in the spirit of keeping it simple and more accessible to most players, here is a small guide that might help you aid your players to create a better character that suits them better. This guide also allows a tool that will help the Game Master understand what their players are expecting out of their play session. So strap in and let’s jump into the action!

STEP 1: EXPLAIN THE PREMISE!

Pathfinder RPG is a game about adventure, magic, monsters, and looting with friends! It may have many varied settings; it might be a high fantasy fairy tale full of all kinds of fey creatures, a noble quest bestowed on a group of worthy heroes, the tales of riches and plunder of pirates of the sea, or a grim tale of some foolish adventurers trying to stir the wheel of fate to something other than destruction, among others.

It is important for the player to know what they are going to be playing for them to create their character accordingly, so when explaining what the game you are about to play is about, just keep it simple (that means, not as long as the last paragraph).
My favorite example is: “You are a band of adventurers, some of you are off to see the world, some of you want to spread your faith, and some of you are out for gold.”

To be honest, I’ve never used this phrase (my actual favorite one is, “you wake up beaten and blindfolded in a world unknown”), but that is beside the point. The point is it works! You can extrapolate thousand if not millions of adventures with the “band of adventurers” opening line. You might elaborate a bit more after you’ve given your initial statement, but just remember; SIMPLE = UNDERSTANDABLE
Now it’s time to start asking questions to your players!

STEP 2: WHAT RACE DO YOU WANT TO BE?

Without frontloading all the information they need to know, present the player with the races they might be able to play with a short description of what makes them special. Additionally, in the description there can be a small space for some of the racial traits of the race. Alternative races are a reward, and players might not know why they want to play them yet.

Races Available

Dwarf: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.

Elf: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.

Gnome: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.

Half Elf: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.

Half Orc: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.

Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.

Human: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.

You’ve picked up your race? Well that was quick; now let’s move on to Step 3. 

STEP 3: WHO ARE YOU?

Making a few simple questions you can help player make the right choices for the character he/she wants to play. Be sure to keep these questions in mind when building the story around your campaign.
Basic Character Questions:

Traits questions

(these questions are 1 to 10 questions, then you add 8 to the result and that’s their ability score, or they could be Yes or No questions if you want to roll dice (3d6), and place the higher scores on the abilities marked with a yes).

• Are you strong and muscular?
• Are you agile and fast?
• Are you physically resilient?
• Are you wise and experienced?
• Do you like learning and knowing?
• Are you spontaneous and charismatic?

Preferences and lifestyle questions:
(This questions will help you guide your players to understand what class they want to choose)

• Are you religious?
Yes / No / Undeceive
• Are you a thief or trickster?
Yes / No / Only this one time
• Do you like magic?
Yes / No / It’s ok
• Do you want to crash skulls?
Yes / No / One or two skulls might do
• Are you fond of animals or the wild?
Yes / No / I kinda like them
• Are you passionate about music and arts?
Yes / No / I just enjoy them
• Do you want perform miracles?
Yes / No / A little
• Do you want to be a knight in shining armor?
Yes / No / Maybe on weekends
• Do you like Martial Arts?
Yes / No / Some punching sounds nice
• Are you sneaky and stealthy?
Yes / No / I can hide if I need to
• Do you want to be a mad scientist?
Yes / No / I’m not sure
• Do you like bows and arrows, muskets, and crossbows?
Yes / No / Shooting can be fun
Description

Ask and listen

After having answered these questions, ask the player why he/she chose the answers that he/she chose. Don’t judge or try to correct them, just listen and you’ll know a lot more about your players and how you can help them enjoy themselves. Once you get to know the reasons behind their choices, ask them to write a short description about their characters in one or two lines. Tell them they may elaborate later on their character.

Name and appearance

This is also the time to give your player’s character a name, a nickname if it has one, and an appearance. These things are not just to write on a pretty paper and must be taken into account when playing (if possible). Additionally you might give them tools to build a costume portrait of their character, or skip the appearance features all together.

Nerfing / Buffing (you may skip this step)

So, this system gives out the possibility of having an overpowered player, or an underpowered one (the same as rolling dice to be honest) when you roll for the ability scores. To resolve this I have 2 suggestions, the boring one, and the creative.

The boring one is to try to accommodate your player to the 25 point buy system for Pathfinder ability scores. That means doing the math and adding or subtracting points on the abilities with the consent of the player. Let me clarify that while I find this a boring option, I think it is very useful, the problem with it is that you tease the player with the bad taste of what it could have been but isn’t (although sometimes it is necessary if he rolls 18 three times in a row).

The creative one adds more fun to the game! Usually a players is given 2 traits to choose from that will aid him on his quest to greatness. Say you have an underpowered player, add him 1 or 2 traits in addition of the 2 he might already choose. Say you have an overpowered player, and here is where it gets tricky. Add him a “weakness trait”. What’s that? Those don’t exist? Well make them exist, but be fair. I make the weakness bigger or smaller depending on how much I need to nerf the players character. I inspire myself in my own flaws to be honest, and just have a laugh when I see others roll playing it.

Example:

(Trait) Allergies: When coming into dusty rooms, or changing drastically of weather, or coming out of the water you have a 5% / 10% / 25% chance of being overcome by a sneezing frenzy that denies stealth checks immediately and gives you a -1 on attack rolls, saves, ability and skill checks.

This way to add a roleplaying aspect to the game and nerf the player in a creative way which can be fun for him and the other players.

Done here, moving on!

Step 4 CHOOSING A CLASS

... ok, it's incomplete, but I'm eager to hear your ideas and suggestions =D

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So I'm making this campaign where Orcs rule the world and the PC's are forced to fight in an arena for entertainment of the orcs. So to survive they have to fight, and afterwards they are thrown back into the dungeons into their cells where most of the social interactions occur.

Thing is, I want my players to feel like they are being challenged with every encounter, but I don't want to set an unbeatable campaign. I just want to make them feel like badasses even though they are trapped in this cruel world. I've never before killed my PC's, so if it happens I want to know how to approach it.

Any help would be much appreciated!

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Would you guys help me make a powerful elven race with the lore of the Eladrin from the Wizards of the Coast D&D? Also making a kind of high humans (Kardian) and high dwarfs (Durien or Durian, I'm not sure yet).

It is for a campaing about the begging of time on a long forgotten kingdom that dates before the prehistoric Era. A high racial point build is permited, and might be desired. Coment pls!

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I think the title is pretty self explicatory, but just to clarify; I mean to do a campaing where the PCs are dragons. From little whyrmlings to great wyrms and maybe beyond. The monster manual presents many statistics that allready help with this motive, but there is a problem. The CR rating between different dragons varies widely (for example, the red dragon is 3 CR above the black dragon). Needless to say, this presents a problem. I've been trying to solve this via hit die fixes and abillity nerfs, but the balnce is so delicate.

I would really love some light on this matter. Thanx on advance =D

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I know there is a Hellcat, but a the red non translucent jarilith is a different species. Any of you might want to help me with the making of this creature?

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I want to make customized character portraits for the NPC's (and maybe the PC'S) in my campaign. I'm not an artist myself, so I turn to you, oh my wise friends, to guide me.

Any clue where/how I can get this done?

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So I'm making a campaign that is set on the prehistoric time of the magical land of Kanin. In that Era the troglodytes have a widely expanded set of nations that rule over the world and tame dinosaurs and such, while humans and the other races are isolated in caves and remote islands being tribes man and worshiping the elements. The only humans, elfs, dwarfs, neanderthals and hobbits on the main lands are either slaves, "herd animals" to feed ogres, dragons, and other beasts, or small groups of timid races that dwell in there hideouts.

Thing is, I want to make many interesting NPC's that can help the players feel connected and interested in this world. For example, I want to make a tribesman leader that sends the heroes on a journey to the main land, but I want him to be more that a quest giver.

So I open the discussion; what makes for a good NPC and what for a bad one?

Any help?

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I would guess, 24 or 25, but I want to make a 35 point build for my character. I'm new to pathfinder society, so I just wanted to know.

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Can 2 characters or 4 characters fit on the same square since it is 5 feet?

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So, I'm making a campaing for my girlfriend who has agreed to game with me. She really likes high fantasy, and the world of the magic and fairies, unicorns, potions, nymphs, gnomes, glyphs, and so on. Still, a story to be compelling must have a conflict and a hero. But what will this hero defend if not a beautiful world.

I want to create a world where the pixie faires are born from flowers and halflings tap their feet to bardic music along with forest nymphs that dance to the tone. I know my girlfriend doesn't enjoy bloodshed, but she herself enjoys being the hero (she herself has wrote a fantasy story, where the main characters fend of evil gnomes and kill their leader.)

Might sound cheese to most of you, but still I need your help.

Help me create the story of this world and the "why" it needs defending.

I'll much appreciate it =D

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A friend is coming tomorrow night to play. I HAVE NOTHING READY!!
He's leaving monday, that is our only chance... any help?

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So... a really weird question. How often should a GM kill PC's?
Pls, both players and gamesters may answer!

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So, I'm making a campaing and I want the PC's to meat this dwarf that it's an awesome blacksmith. He crafts swords, and shields, and armor, and has an axe named Mathilda.

So, in order to have the PC's interested on having this dwarf as an ally to help them craft items, Mathilda the Dwarven axe must be a really good axe indeed.

So the request is simple: Help me build Mathilda the dwarven axe =D

(according to the crafting rules ovbiously =P)

Any help?

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I'm a level one elf wizard and you are a cr 1/4 scarlet spider.

I wanna hit you with an acid splash cause I'm dumb and I uses cantrips to hit enemies XD

I use my dex modifier as my base attack bonus right? Is that all I use? Spells don't have any other bonuses to hit?

Any help? =D

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Is it posible? any help =P

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I would like you to tell me your opinion, what could I change or improve.
If you wish, skip the Lore and go directly to the Race =P

Lore:
The niakroz are a race of the Kanimeta realm. Powerfull and fast, they are portraited as the orcs of the realm, although they are mostly lawfull resolute creatures fond of tradition.

A common niakroz (Ekro-nian) is a monstrous humanoid that has long firefly like wings, fangs like a wolf, fierce eyes like the eagle, claws on both their feet and hands, and an extended nose cartilage that makes them appear a bit like a rhinoceros.

One of the spirits of the realm (Udun, the being of power) decided to combine the essences of the niakroz race (Qainec, a spirit of resolution) with those of the common human of Kanimeta (Kardian, which are particularly resilient human) to make a new race.

As a result appeared the Niakroz Hybrid (Ekro-Kardian & Ekro-Kardo) which were water down versions of their original races, but they were also really wide spreaded through the realm, outnumbering kardian and all other races.

They inherit both the resolution of the Qainec and the versatility of the human. They lost the claws of the niakroz and the sturdiness of the kardian.

The Niakroz Hybrid are fast, mobile creatures, not bound by tradition like their relatives the niakroz but with a versatile mind as normal humans. They can choose any type of lifestyle and defend it to death if they choose to, no matter if its lawful or chaotic, good or bad.

They lost the fierce wild look of the niakroz and appear more like normal humans with niakroz trades like a smaller extended nose cartilage, smaller fangs, and fierce eyes.

Only the most experienced and powerful Niakroz Hybrids develop wings, which extend off their back and can be hiden inside their skin as though they were never there. Extending wing for a Niakroz Hybrid is always painful, no matter how many times they do it.

Niakroz Hybrids are passionate creatures. Some love art and knowledge, some love war and conquest, some choose to perfect their bodies, some give in to their darkest emotions, some seek to help and purify, some seek to harm and corrupt. Some believe in law or the spirits, and some choose the path of believing there is no truth.

Race:

Niakroz Hybrid Type 1 *Ekro-Kardo* (Version 1)

Racial Traits
• Medium: Niakroz Hybrids are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
• Fast Speed: Niakroz Hybrids have a base speed of 40 feet. (1 RP)
• +2 to One Ability Score: Niakroz Hybrid characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (0 RP)
• Low-Light Vision: Niakroz Hybrids can see twice as far as humans in conditions of dim light. (1 RP)
• Qainec Resolution: Niakroz Hybrids gain a +2 bonus on all Will saving throws (1 RP)
• Steady Flight: Niakroz Hybrids can fly a distance of 30 feet with an average maneuverability (6 RP)
• Undeveloped Wings: Niakroz Hybrids gain the “steady flight” racial trait at level 12
(-2 RP)
• Weapon familiarity: Niakroz Hybrids are proficient with falcatas, and treat any weapon with the word “ekro” or “qainec” in its name as a martial weapon (1 RP)
• Languages: Niakroz Hybrids begin play speaking Common and Aganon. Niakroz Hybrids with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (2 RP)
• TOTAL: 10 RP

Racial Feats
• Ekronian Resiliance:
o You unconsciously call to the Qainec within and focus your resolution on healing yourself.
o Prerequisites: Wiz 13, Niakroz/Ekro Subtype
o Benefit: Once per day when a Niakroz Hybrid has half its total hit points or fewer, it may heal itself of an amount of damage equal to 1d8 plus it’s total Hit Dice as a move action. This is a supernatural ability.
• Swift Attack:
o Use your particularly high speed as a Niakroz Hybrid to make an extra attack.
o Prerequisites: Dex 13, Niakroz/Ekro Subtype
o Benefit: 3 times a day the Niakroz Hybrid with this feat may make one extra attack with a weapon as if using a speed weapon. The attack uses the Niakroz Hybrid full base attack bonus, plus any modifiers appropriate to the situation. You may do this with any weapon that is not a Two Handed Melee Weapon. The effect of this feat does not stack with haste, but it those stack with flurry of blows, two weapon fighting and similar feats.
• Niakroz Reflexes:
o Use your particularly high speed as a Niakroz Hybrid to dodge attacks.
o Prerequisites: Niakroz/Ekro Subtype
o Benefit: You get a +2 bonus on all Reflex saving throws.

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Is there any place I can play with other people on the web? And I don't mean the upcoming videogame!

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So, I'm making a level 10 witch NPC, but I haven't thought about the spells she has. She is a character that will aid starter players (so I'm focusing on buffing allies, debuffing enemies, and battle field control). She also has the narrative of being a funny screw up that sometimes helps and sometimes doesn't.

I have only thought of the following:

1st level spells
-enlarge person
-reduce person
-bungle

So, any help?

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The save of a spell is:
10+half the caster level+spell level+modifier?

or a'm I wrong?

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Is there a spell that helps decrease a monsters armor class? If there is, those it affect mindless creautures?

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Is the BAB for an attack roll of a ranged touch spell based on the casters Intelligenc modifier, or its Dexterity Modifier?

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So if you guys have been following up, I made a race called the "Half Nymph" with the advance race guide playtest, and I wanted to add some racial feats that help her be a good wizard (she would obviously be a good sorceror or bard).

If you haven't seen the Half-Nymph race I made, I'll post it here just so everybody is up to date =D

Hope you guys can help!

Half-nymph (Version 7)

Racial Traits
• Medium: Half-nymphs are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
• Normal Speed: Half-nymphs have a base speed of 30 feet. (0 RP)
• Low-Light Vision: Half-nymphs can see twice as far as humans in conditions of dim light. (1 RP)
• Nymph immunities: Half-nymphs get a +2 racial saving throw bonus against enchantment spells and effects.(1 RP)
• Unearthly grace: A half-nymph adds ½ of her Charisma modifier as a deflection bonus to her Armor Class and CMD if she wears no armor to a maximum of +5. (RP 5)
• Delicate figure: Half-nymphs are beautiful and cunning, but they are also frail.
+2 charisma, +2 intelligence, - 2 constitution. (0 RP)
• Beautiful voice: Half-nymphs add a +1 to “talked” usage of the bluff, perform, and diplomacy skills checks (feint and playing instruments don’t count). They also take a penalty of -2 on “talked” usage of intimidate checks. (1 RP)
• Languages: Half-nymphs begin play speaking Common and Sylvan. Half-nymphs with high Intelligence scores can choose any languages they want (except for demonic languages like Abyssal). (2 RP)
• TOTAL: 10 RP

Racial Feats
• Harmonious melody:
o A song passed among generations of nymph’s that makes opponents regard you as more charismatic.
o Prerequisites: Cha 13, half-nymph.
o Benefit: Half-nymphs can sing a beautiful song 3 times per day that affects all non-nymph creatures within a 60-foot spread. This is done as a standard action. The song gives her a bonus of +1 on charisma checks against the creatures that listen to the song of all charisma based abilities including spells, skills, and nymph traits like unearthly grace and charming gaze. The effect lasts for one hour times the character level. Once a creature is affected by harmonious melody, it can’t be affected again for 24 hours. It’s a sonic effect and based on language.
• Charming gaze:
o Meeting your beautiful eyes causes humanoid creatures the urge to assist you.
o Prerequisites: Cha 13, caster class, caster level 3, non-lawful, half-nymph.
o Benefits: A half-nymph’s gaze can charm any creature meeting her gaze and within 30 feet. She can do this as a free action once per day. An affected creature can attempt a DC Will to resist the effects. If the save fails, the opponent acts as if affected by a charm person spell. A half-nymph can suppress this ability as a free action. The save DC is Charisma-based.

The Exchange

I'm creating an alignment chart for the "gods" of a campaing I'm GM'ing, and I'm having a hard time finding a spot for a creature of Death.

This is my aligments chart
so far:

Anor
Justice
Lawful Good

Eathoraz
Clemency
Neutral Good

Remin Keri
Art
Chaotic Good

Tzidiuz Oroni
Death
Lawful Neutral

Ouruz-Ime
Time
True Neutral

Veleath
Hedonism
Chaotic Neutral

Udun
Power
Lawful Evil

Halke
Wrath
Chaotic Evil

So, as you can see, for me Death is neither good or evil, it is actually a law. Although not the only law, is the only creature with this aligment for my campaing.

The problem is that PC's aligned with Lawful Neutral might not always want to be Aligned with death. So there is also this other god like creature that was not meant to be in this list, as it is a minor spirit, that I also have:

Qainec
Resolution
Lawful Neutral

Qainec is a spirit of pure resolution. Qainec is not a unique being, but a actual "race" of spirits. So now I'm puzzled. Any help?

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I'm trying to create a 2 deities for a campaing:

A deity of justice: Anor

A deity of power: Udun

I wanted you to help me create the proper aligment for them... so, any help?

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Where can I find visual representations of some, if not all of the wizard spells?

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I need to know if the following are possible, and how many RP would they cost

-2con, "+2 any other at choice (as human heritage racial trait)"
+2Dex, -2con, +2 any other at choice
+2str, +2 any other at choice

So as you can see, my problem is with the variable "+2 any other at choice (as human heritage racial trait)"

Any recommendations?

Would appreciate help! =D
Thanx in advance!

The Exchange

So I'm making an NPC of a witch, and I almost allready got it all sort it out. She is supposed to fill the roll of a guide to a first level character (or characters), and she is there to relieve PC's from enemy fire, and to assist when things get too freaky. (she is not much of a melee damage maker since she has 9 strenght, which gives her a penalty of -1)

Right until now she has 2 feats. Spell Hex (on bungle), and Split Hex (Also on bungle). She allready has brew potion as a feat since she has the Cauldron Hex, so no need for that.

So I'm needing 4 more feats... any help?

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How does the multitalented racial trait for half-elves work? Those this mean a can have a level 1 ranger/rogue at first level and then a ranger for the other levels, so, say I could have a level 1 rogue and level 4 ranger at level 4?

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Yup, pretty forward!
So, any help?

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So, I´m a total noob to this, any help?

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How could a barbarian rancher, a forest witch, and a hunter ranger meet? And what could happend that makes them work together?

I'm searching mostly for a narrative style adventure with few combats.
I'm open to suggestions though, so be creative ;)

Thanks in advance!

The Exchange

I've been working on creating this race for a while, inspired on the Nymph, the Baccae, the Siren, and others. It's still wrok in process.
So... check it out, what do you think? (And how many RP would you give it?)

Half-nymph (Version 3)

Racial Traits

• Medium: Half-nymphs are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-nymphs have a base speed of 30 feet.
• Low-Light Vision: Half-nymphs can see twice as far as humans in conditions of dim light.
• Nymph immunities: Half-nymphs are 75% immune to magic effects of sleep and charm, and 50% immune to lust effects.
• Unearthly grace: A half-nymph adds her Charisma modifier as a deflection bonus to her Armor Class and CMD if she wears no armor.
• Delicate figure: Half-nymphs are very beautiful but frail. +2 charisma, - 2 constitution.
• Charming gaze: At level 3, a half-nymph’s gaze can charm any creature meeting her gaze and within 30 feet. She can do this as a free action once per day. An affected creature can attempt a DC Will to resist the effects. If the save fails, the opponent acts as if affected by a charm person spell. A half-nymph can suppress this ability as a free action. The save DC is Charisma-based. For charming gaze to work, the creature affected must have eyes.
• Harmonious melody: Half-nymphs can sing a beautiful song that affects all non-nymph creatures within a 50-foot spread. This is done as a standard action. The song gives her a bonus of +1 on charisma checks against the creatures that listen to the song of all charisma based abilities including spells, skills, and nymph traits like unearthly grace and charming gaze. For harmonious melody to work, the creature must have ears. It’s a sonic effect and based on language.
• Beautiful voice: Half-nymphs add a +1 to “talked” usage of the bluff and diplomacy skills checks. (feint doesn’t count)
• Languages: Half-nymphs begin play speaking Common and Sylvan. Half-nymphs with high Intelligence scores can choose any languages they want (except for demonic languages like Abyssal).