Ancestries | Versatile Heritages

Nymph Details | Nymph Feats | Universal Ancestry Feats | Nymph Heritages


PFS StandardNymph

Uncommon Fey Humanoid Nymph 
Source Feybound pg. 74
Nymphs are a family of fey whose affinity with nature goes beyond nearly any other creature.

They form a symbiotic bond with a single natural feature such as a tree or pond, guarding it from danger. In exchange, they're sustained and strengthened by nature, granting them near-immortality. As many types of nymphs exist as there are natural environments, with dryads and naiads being the most common. There are rumors of nymphs from far more hostile and remote locales, but most of these claims remain unconfirmed. Nymphs live either in complete solitude, protecting their charge so intently that they isolate themselves from others, or in tightly interconnected communities with other fey.

Nymphs have a powerful connection to primal magic, making them formidable spellcasters if they cultivate this gift. Some might also practice illusions and mental magic to keep mortals at bay without resorting to violence. However, nymphs who choose to focus on martial pursuits take a far more direct approach: a single warning before forcefully removing the offending intruder. In either case, the needless loss of life is to be avoided. Nymphs don't pursue a fleeing enemy unless thoroughly provoked.

While nymphs are typically unable to travel far from their bonded location, those with adventurous spirits can sacrifice some of their fey magic for greater independence, creating a token of their bond that they must carry with them at all times. As such, nymph adventurers are incredibly rare. Some travel out of a strong conviction to protect the world, but many others simply wish to sate their curiosity about what's beyond their limited homes. These driven, curious nymphs often experience culture shock in mortal settlements, especially in larger cities, but can adjust well enough in time.

If you want to play a character with a deep connection to and love of nature, seeing the wider world through fresh eyes, you should play a nymph.

You Might...

  • Endeavor to restore natural places ruined by disaster and expansion.
  • Seek out new vistas and expand your understanding of the world.
  • Develop a protective streak for those important to you.

Others Probably...

  • Fixate on your beauty, becoming infatuated with you.
  • Assume you care more about forests and rivers than you do about people.
  • Treat you as a credible authority on your home environment.

Physical Description

Nymphs are humanoid fey whose forms reflect their metaphysical connections with nature. Their pointed ears and vibrantly colored eyes are often called elf-like, but their similarities end there. Each nymph's body is shaped by their bond. Dryads typically have green skin with bark- like patterns; naiads are shades of blue, often with scales or fins; and lampads are most often light gray or purple, with veins of stone or crystal throughout their bodies. Their sheer diversity means that even in the same family, no two nymphs ever look quite the same, with nymphs born in different regions exhibiting even more striking differences. Although common belief holds that all nymphs are women, there are nymphs of all genders—especially in the First World, where gender is equal parts costume and performance.

Nymphs are famous for their beauty, which is further enhanced by their fey magic. However, nymphs tend to value their more natural features over their humanoid ones. Complimenting a dryad's carefully cultivated branches or an asterid's constellations of freckles would be far more flattering than commenting on their facial features or the shape of their body. Nymph fashion also emphasizes these natural features, placing a greater emphasis on complementary colors and aesthetics. Their clothing often incorporates elements of their home terrain, combining them with natural fibers to create unique and striking looks. Hesperids are famous for weaving thread out of sunlight itself, crafting impossible gowns that shift in color with the setting sun.

Nymphs are born fully mature but continue to grow as they age. As they get older and more powerful, they become inexplicably more alluring. Nymph queens are much taller and longer-limbed, and they'll usually develop more natural or animalistic features than humanoid ones. While some mortals might find such inhuman proportions uncanny, nymphs consider them the ideal of beauty. As it becomes increasingly difficult to hide their fey nature, some queens might take to shapeshifting to interact with mortals without frightening them. Others might lean into their more fearsome appearance to intimidate intruders.

Society

Nymphs most often live in small, close-knit communities or solitary conclaves formed around a central figure. While this figure might be a powerful nymph queen, it's often not a person at all. Ancient trees, veins of rare ore, and crystal- clear lakes are all common focal points for nymph communities. Nymphs rarely build houses or other formal structures, relying on the natural world for shelter. As such, their territories don't always have clear or obvious boundaries. If one believes that nymphs might be protecting an area, it's best to tread lightly.

Nymphs are capable of reproducing completely asexually. By continuously infusing a single location with their magic over several months, a nymph can create new offspring within the land itself. Once they have the strength to survive on their own, the new nymph will spring forth, taking on the features of the place that birthed them. A nymph is born knowing everything they need to survive and will form a bond with their first home within a day.

For that reason, family units don't typically follow any fixed structure—a nymph might have several parents, siblings, and eventually spouses throughout their life as they form new bonds. Even though they don't experience typical childhoods, the bonds they form early in life are still the most impactful on how they develop and mature. Most nymphs never stray more than a few miles from their birthplace; however, some might be driven to travel for major life events, such as marriage (or divorce). This makes nymphs somewhat more predictable than other fey, though they too have their capricious moments. Nymphs aren't known to suffer an insult quietly and will lash out severely against someone who's offended or deceived them.

Nymphs have a reputation for isolationism, but there are exceptions. Some nymphs have been known to form alliances with other powerful fey, offering them shelter and gifts in exchange for protection from outside threats. These political arrangements strengthen both communities and often lead to even deeper bonds. They generally avoid making alliances with openly sadistic or vicious fey, but when faced with overwhelming danger, they've been known to make exceptions to ensure their survival.

More rarely, nymphs might be willing to welcome mortals who prove themselves as trustworthy stewards of nature. Experienced druids have an easier time earning their trust than most, especially if they approach with respect and patience. These relationships tend to be more fleeting, as the fey outlive their mortal counterparts. While nymphs might be slow to trust, they are powerfully loyal to their chosen family and will protect those dear to them as fiercely as they protect their homes.

Beliefs

Nymphs don't collectively observe any common or structured religion. Nearly all have beliefs that align closely with the Green Faith, but they don't formally adhere to it. Nymphs who were born in the First World are likely to pay homage to one of the Eldest, such as Ragadahn or the Green Mother. Those born on Golarion might gravitate toward gods of the nature domain, such as Gozreh. Others might find themselves drawn to deities of home and family, like Adanye or Mazludeh, adapting imagery of hearths and walls to something more suitable for their environment. While Erastil is also a popular deity, nymph adventurers might feel guilty or conflicted about worshipping a god of hunting.

Other beliefs vary widely between nymph communities. Lampads believe it's their duty to guide innocent creatures to safety, for example, while asterids more likely reserve their wisdom only for those they deem worthy. Oceanids might assist travelers on the sea or drive them away. While most nymphs eschew extravagant material possessions, hesperids are known to guard troves of treasure and secrets. But in any community, a nymph straying far from home is an outlier— perhaps not judged, but not often understood. Many consider this eccentricity a phase that can be indulged briefly to sooner grow out of it when the wandering nymph learns that the outside world isn't as enticing as it might seem.

Popular Edicts admire beauty in all its forms, defend your domain from harm, inspire great deeds and works of art
Popular Anathema place your desires above the common good, relish in the suffering of others

Adventurers

It's common for nymphs to grow curious about the world at large or bored of the same people and sights. However, in some rare cases, a nymph will be struck by a sense of wanderlust that can only be sated by adventuring. Most will someday return home with tales of wonder, inspiring the next generation of nymph adventurers to see the world for themselves.

Sample Names

Acanthus, Coral, Elcynia, Kyr, Megynara, Pleia, Topaz, Viridin, Willow, Xynceria

Nymph Mechanics

Hit Points

8

Size

Medium

Speed

25 feet

Attribute Boosts

Dexterity
Charisma
Free

Attribute Flaw

Strength

Languages

Fey
Common
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Empyrean, Gnomish, Muan, Sakvroth, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Low-light Vision

You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Bonded Item

You must carry a magically enhanced piece of your home terrain to comfortably leave your home. If your bonded item is lost or destroyed, you become drained 1. This condition can be removed only by completing a 24-hour ritual to create a new bonded object.

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