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Oh no! A nymph!!! Run!
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<blockquote data-quote="kigmatzomat" data-source="post: 1822098" data-attributes="member: 9254"><p>In the harass and torment version of nasty, give the nymph Animal Defiance. It basically lets you "turn" animals. Nothing like scattering their mounts to the winds. It also works on summoned animals and, IIRC, animal companions so it's an amazingly effective trick in a druid vs. druid situation. Nymphs have a high charisma so it is very effective. </p><p></p><p>Other brutal stunts to pull are to sneak Fire Seeds into their gear. Nothing like a free action to detonate d8+level hp of fire damage on people. Set it up right and you'll injure their mounts too, forcing ride checks. With 8 holly berries you can be sure the entire group is injured, bleeding away the clerics healing magics. </p><p></p><p>Nymphs and druids in general should plan on hit and run tactics. Druids are incredibly mobile since they can make hedgerows and other permanent plant-based barriers that they can pass through with impunity. They can't be tracked and they could be anything you see, from a dead tree to that raccoon. Traps will vary from simple cul-de-sacs so the druid can snipe to fire-and-forget magical hazards like Spike Growth, Spike Stones, and Snare.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1822098, member: 9254"] In the harass and torment version of nasty, give the nymph Animal Defiance. It basically lets you "turn" animals. Nothing like scattering their mounts to the winds. It also works on summoned animals and, IIRC, animal companions so it's an amazingly effective trick in a druid vs. druid situation. Nymphs have a high charisma so it is very effective. Other brutal stunts to pull are to sneak Fire Seeds into their gear. Nothing like a free action to detonate d8+level hp of fire damage on people. Set it up right and you'll injure their mounts too, forcing ride checks. With 8 holly berries you can be sure the entire group is injured, bleeding away the clerics healing magics. Nymphs and druids in general should plan on hit and run tactics. Druids are incredibly mobile since they can make hedgerows and other permanent plant-based barriers that they can pass through with impunity. They can't be tracked and they could be anything you see, from a dead tree to that raccoon. Traps will vary from simple cul-de-sacs so the druid can snipe to fire-and-forget magical hazards like Spike Growth, Spike Stones, and Snare. [/QUOTE]
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