Medium Fey (extraplanar, psionic, water)
Hit Dice: 2d6+4 (11 hp)
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 13 (+3 insight), touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Net +1 ranged
Full Attack: Net +1 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Low-light vision, pins and needles, read the ripples, sleep of death, water dependent, wild empathy
Saves: Fort +2, Ref +3, Will +8
Abilities: Str 10, Dex 11, Con 14, Int 11, Wis 16, Cha 13
Skills: Diplomacy, Handle Animal, Listen, Sense Motive, Spot, Swim
Feats: Iron Will
Environment: Blue World
Alignment: Usually neutral good
Advancement: By character class (Favored Class: Ardent)
Level Adjustment: +1
A narf appears much as a standard human, though their skin tends to be flawless and pale almost to the point of translucence. Their eyes are large and gentle, yet with a strangely feral, unblinking watchfulness to them, as of a fascinated animal. Their movements are fluid and unhurried, almost intimate.
Narfs, also known as blue nymphs, are a race of aquatic fey that hail from a watery realm that is convergent with both the material plane and the plane of faerie called the Blue World. This realm is all but unknown except in legend, and is rarely visited even by other fey creatures. Little is known of it, except the narfs are a wise and serene race with a great love of peace and beauty. They are ruled, if such a strong term applies, by a Madam or Sir narf, one of which is born every generation and takes the mantle of responsibility and judgment for their people. They are never told who they are, but must instead find their potential before meeting with the head narf for instruction and guidance.
When the world was younger the narfs and other races would often converse, most often with humans, whom the narfs saw as having the most potential, if being not also being the most difficult. Eventually mankind stopped listening to them altogether and as they began to war amongst themselves and others narfs eventually ceased their efforts, sending only occasionally a special teacher to spread their teachings and wisdom to any who would listen.
Narfs speak Aquan, Common, Sylvan, and Narf, their own language which sounds similar to sylvan spoken in whale call.
Narfs are noncombatitive whenever possible, assuaging hostility instead of joining it. If forced, however, they are far from helpless and will, reluctantly, take up arms and use their mental abilities to drive off the offenders from their lands.
Manifester level 1.
At Will - Detect Hostile Intent.
Pins and Needles (Su):
A narf may inspire a single non-narf individual once per day with her very presence, granting them a +8 morale bonus to a single skill check that lasts until their use of that check is complete. For instance a being who gained the bonus and applied it to a Craft (sculpting) check would retain that bonus as long as they were working on that particular sculpture. Starting a second sculpture while the first is unfinished negates the bonus. The target is Dazed for 1 round after becoming inspired.
A narf may also see visions of the future concerning a target they have inspired, and can give vague details of important events to happen in their life (what the narf reveals is at the DM's discretion).
Read the Ripples (Ex):
A Narf gains an insight bonus to their AC equal to their Wisdom modifier.
Sleep of Death (Ex):
If a narf would normally die from disease or poison they instead fall into the deepest of sleeps. This acts as the Suspend Life power, though the narf is not aware of her immediate surroundings. Instead her spirit returns to the Blue World, roaming it like an invisible specter. No spells or abilities can detect or affect the narf's spirit in this state. A narf awakens from this sleep once the poison or disease has been removed from her body, with only faint memories of her wanderings.
Water Dependent (Ex):
Unless a Narf is able to soak herself with water for a combined total number of minutes equal to her Constitution score every day, she takes 1d4 points of unhealing Constitution damage. Soaking for an hour restores this Constitution damage.
Wild Empathy (Ex):
This power works like the druid’s wild empathy class feature, except that a narf has a +6 racial bonus on the check.
A narf has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Narfs As Characters
Narf characters possess the following racial traits.
* Con +2, Wis +4, Cha +2
* Medium size
* A narf’s base land speed is 20 feet and their swim speed is 30 feet.
* Racial Hit Dice: A narf begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
* Racial Skills: A narf's fey levels give it skill points equal to 1 x (6 + Int modifier, minimum 1). Its class skills are Diplomacy, Handle Animal, Listen, Sense Motive, Spot, and Swim.
* Racial Feats: A narf's fey levels gives it one feat.
* Weapon Proficiency: A narf is proficient with the net, shortspear, and all simple weapons.
* Special Attacks (see above): Psi-like abilities
* Special Qualities (see above): Low-light vision, pins and needles, read the ripples, sleep of death, water dependent, wild empathy
* Automatic Languages: Narf, Aquan, Common, and Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Ardent
* Level adjustment +1