Naiads are water fae. They bear a superficial resemblance to elves. Their skin and hair have a watery appearance. They tend to live in isolation in rivers and streams. They were cast out of the realm of Reed for the sin of isolation, denying that all waters are one. Finding themselves banished to a place with only one river in a day’s walk was a great hardship for the Naiads. They felt trapped in this new, dry land. Without the iron will of Vodyanitsa they might have fallen to despair.
Naiads use hagstones for currency, 10 to a strand.
5 naiad hagstones = 1 standard gold
Apothecary - Anfisa sells herbs and perfumes from her pergola on the plaza bridge. She maintains a small stock of potions available on request but considers displaying them to be in bad taste.
Smith - Praskovya displays a range of jewelry in glass cases in her shop on the plaza bridge. Armor and weapons may be commissioned but must be picked up at the forge in the woods.
Tailor - Taisa specializes in silks and brocades in flowing styles and prefers to sell bespoke attire, considering anything less than a perfect fit to be an insult to her skill. She works from a brightly colored brocade tent on the plaza bridge.
Grocer - Nina organizes the foot market, offering direction and recommendations to visitors to the plaza bridge.
Magic Shop - Ekaterina sells wands, scrolls, and wondrous items and accepts commissions for enchantment in her shop under a black levitating silk cloth.
Public House - Elvira runs the tavern that hangs under the bridge. She keeps a stew of river fish and taro on the fire and the rooms have sliding double doors to let the breeze reach the hammocks.
Female Naiad Fisherking 20
N Medium Fey (water)
Init +7; Senses Low-Light Vision, Perception +16
DEFENSE
AC 34, touch 30, flat-footed 29
HP 147
Fort +17, Ref +14, Will +16
Special Defenses
Water Bond: 1/day as full-round action forge a band with a body of fresh water to gain +1 to AC and saving throws while within 300 yards of the body of water.
Veils (Feet: Lavawalker's Boots (shimmering azure aura around feet and calves, walk across any liquid, +(2x essence invested) resistance to acid and fire, stand 4in above the ground). Ring: Ring of the Abjurer (iridescent sapphire band, +4(+1 per essence) to AC).
SR 21
OFFENSE
Speed 30 Swim 40
Melee Keen Wounding Impact Spear +17/+12 (2d6+7+1bleed/19-20x3)
Ranged Distance Corrosive Flaming Frost Shock Sling +17/+12 (1d4+1d6acid+1d6fire+1d6ice+1d6electric+7/x2)
Special Attacks
Veils (Head: Stare of the Ghaele (shimmering emerald helm makes gaze unnaturally fierce, gain Gaze attack Will DC (10+1 per 2 Essence invested) or be Shaken for 1d6+ 1 rounds). Wrist: Bangles of the Jealous Seductress (shimmering circlets chime aand jingle, 5ft(+5 per essence) range Will save DC (10+1 per 2 Essence invested) or be Fascinated while in range, a successful save means can't be fascinated for 24 hours). Body: Mantle of Murderous Intent (standard action to blast creatures in 15ft(+5 per Essence invested) cone with mental wave for 1d4(x Essence invested)+8 damage Will DC 10+(essence invested) for half, no effect on Int 0, on failed save Stunned 1+(1x Essence invested), if hit again while Stunned take 1d4 Wis damage instead, may exclude allies from effect).
STATISTICS
Str 12, Dex 24, Con 18, Int 20, Wis 16, Cha 26
Base Atk +10; CMB +11; CMD 28
Feats Weapon Finesse
Skills Appraise +9, Bluff +25, Craft (carpentry) +18, Diplomacy +33, Fly +16, Handle Animal +20, Intimidate +23, Perception +16, Perform (Sing) +21, Profession (Queen) +26, Sense Motive +26
Languages Naiad
SQ
Inspiration: give a token to grant +1 on Will and Craft and Perform checks to 1 creature, can cancel effect at will.
Veils (Belt: Waistband of the Wealthy (gleaming golden band around the wearer's waist, +2(+2 per Essence) to Appraise and Bluff). Chest: Vestments of the Maharaja (torso is draped in eldritch energy that gleams like gems, +2(+2 per essence) to Diplomacy and Intimidate, 8/day command obedience and fealty from up to 100 HD of creatures (Will DC 12+ Essence invested for creature Int 12 or higher), commands cannot be contrary to nature). Headband: Eye of the Oracle (a glowing 3rd eye in the center of forehead, 1/round +1(+1x Essence invested) to attack roll, saving throw, or skill check, or to AC or CMD vs a single attack, constant Analyse Dweomer).)
Essence: 23.
Arcane Presence: Hexes DC 25.
Major Hexes (Flight: Feather Fall at will, Levitate 1/day, Fly 20 minutes/day, +6 to Fly Checks and +15 to flight speed. Call to Court: summon a loyal ally to your side 8/day, invest Essence to be able to return them before 20 minutes is up. Major Healing. Weather Control.
Grand Hexes (Divine Mien: 1/day enemies within Blessed Land Will DC 25 or be affected by Overwhelming Presence, ending when Fisherking or allies take hostile action, no Wis drain. Life Giver).
Blessed Land: swift action to make a 90ft(+5ft per Essence invested) aura that causes the world around them to reflect their inner nature, select 1 from below each day, for 2 points of Essence increase bonuses and penalties by 1, range of hexes (other than touch range) apply to anywhere inside aura (My People Will Flourish: area is bright and hopeful, allies get +3 to 1 type of save selected by Fisherking while shaping Veils for the day, +15 to land speed, My Enemies Will Suffer: area is bleak and shadowy, enemies take -3 to 1 save type selected by Fisherking while shaping Veils for the day, +4 to Acrobatics and Fly checks doubled moving through Threatened squares.)
Royal Attendants: free action to surround self with up to 8(+1 per Essence invested) spectral servants as Unseen Servant(+2 Str per Essence), summoned within range of Blessed Land, visible but translucent appearing as Naiads in livery, can cast Prestidigitation at will, use any Spell-Like Ability Fisherking has when commanded at CL 20, +8 to saving throws and Concentration checks, daily uses are shared among all attendants, attendents get these abilities (Cup Bearers: Create Water, Enhance Water at will, Tears to Wine 3/day. King's Mouthpiece: can speak to deliver messages, Message at will, Mindlink 3/day to deliver information from you. Lamplighters: Dancing Lights at will, Campfire Wall 3/day. Valets: Mending and Fabricate Disguise (on you) at will, disguise is a Courtier's Outfit and grants +2 on Bluff, Diplomacy, and Intimidate against nobles and courtiers, Heroes' Feast 1/day.).
Chakra Binds.
Gear Keen Wounding Impact Spear, Distance Corrosive Flaming Frost Shock Sling, Glamered +3 Wooden Armor, Belt of Physical Perfection +6, Mantle of Spell Resistance, Slippers of the Triton, Headband of Mental Superiority +6, Bracers of Armor +8, Ring of Freedom of Movement
Naiad Witch 5
N Medium Fey (water)
Init +4; Senses Low-Light Vision, Perception +0
DEFENSES
AC 15, touch 15, flat-footed 11
HP 32
Fort +2, Ref +5, Will +4
OFFENSE
Speed 30 Swim 30
Melee Keen Spear +6 (1d8+4/19-20x2)
Ranged Shock Sling +6 (1d4+1d6+4/x2)
Special Attacks Hexes (Flight, Healing, Prehensile Hair)
Witch Spells (CL 5; Concentration +9)
3rd (DC 17) 1/day - Agonizing Rebuke
2nd (DC 16) 2/day - Slipstream, Cure Moderate Wounds
1st (DC 15) 3/day - Bless Water, Cure Light Wounds, Wave Shield
0th (DC 14) at will - Detect Magic, Light, Mending, Read Magic, Stabilize
Patron Water
STATISTICS
Str 6, Dex 18, Con 12, Int 18, Wis 10, Cha 16
Base Atk +2; CMB +0; CMD 14
Feats Weapon Finesse
Skills Craft (carpentry) +11, Fly +11, Handle Animal +10, Intimidate +11, Profession (fisher) +7, Spellcraft +11, Use Magic Device +10
Languages Naiad
SQ
Inspiration: give a token to grant +1 on Will and Craft and Perform checks to 1 creature, can cancel effect at will.
Water Bond: 1/day as full-round action forge a band with a body of fresh water to gain +1 to AC and saving throws while within 300 yards of the body of water.
Cantrips.
Witch's Familiar: Toad
Gear keen spear, shock sling, bracers of armor +1, courtier's outfit, scarf, Jewelry (500), if outside town Bag of Holding I, ioun torch, campfire bead, collapsible bathtub, blanket, hammock, soap, medium tent, bell, silk rope, fine wine, tea x10, cheese x10, honey, meat x10, trail rations x10, sugar lemons, toad, waterskin x4, journal, ink, pen, beaver pelt x10, ermine pelt x10, fox pelt x10, mink pelt x10, seal pelt x10, linen 10 yards, cooking kit, fishing kit, grooming kit, perfume kit, masterwork survival kit, parasol, ball, masterwork fortune-teller's cards, Mithral .44lb, Platinum .44lb, Adamantine .73lb, Gold 4.4lb, Silver 44lb, 601 Hagstones
Toad
N Diminutive animal
Init +1; Senses low-light vision, scent, Perception +5
DEFENSE
AC 18, touch 18, flat-footed 17 (+1 Dex, +4 size, +3 Nat)
HP 16 (5d8–2)
Fort +2, Ref +5, Will +4
OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 8, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception), Alertness
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
SQ Empathic Link, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master