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<blockquote data-quote="James Jacobs" data-source="post: 3343324" data-attributes="member: 23937"><p><strong>RADIANT SISTER CR 18</strong></p><p>Female lilitu bard 12</p><p>CE Medium outsider (chaotic, evil, extraplanar, tanar’ri)</p><p><em>Fiendish Codex</em> I 43</p><p><strong>Init</strong> +10; <strong>Senses</strong> darkvision 60 ft.; Listen +34, Spot +34</p><p><strong>Languages</strong> Abyssal, Common; telepathy 100 ft.</p><p><strong>AC</strong> 38, touch 24, flat-footed 28</p><p><strong>hp</strong> 235 (26 HD); <strong>DR</strong> 10/cold iron or good</p><p><strong>Immune</strong> electricity, poison</p><p><strong>Resist</strong> acid 10, cold 10, fire 10; SR 23</p><p><strong>Fort</strong> +18, <strong>Ref</strong> +27, <strong>Will</strong> +22; evasion</p><p><strong>Weakness</strong> divine magic</p><p><strong>Spd</strong> 40 ft.</p><p><strong>Melee</strong> <em>+2 vorpal whip dagger</em> +35/+30/+25/+20 (1d6+4/19–20) and</p><p>claw +31 (1d6+1) and</p><p>4 stingers +31 (1d4+1 plus poison)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with stingers, 15 ft. with whip)</p><p><strong>Base Atk</strong> +23; <strong>Grp</strong> +25</p><p><strong>Atk Options</strong> Combat Reflexes</p><p><strong>Special Actions</strong> halo, lilitu’s gift</p><p><strong>Bard Spells Known (CL12th)</strong></p><p>4th (6/day)—freedom of movement, modify memory (DC 30), rainbow pattern (DC 28)</p><p>3rd (6/day)—dispel magic, fear (DC 27), glibness, haste</p><p>2nd (7/day)—eagle’s splendor, hold person (DC 28), locate object, mirror image</p><p>1st (7/day)—expeditious retreat, obscure object, Tasha’s hideous laughter (DC 27), undetectable alignment</p><p>0 (3/day)—detect magic, mage hand, mending, message, prestidigitation, summon instrument</p><p><strong>Cleric Spells Prepared (CL 9th)</strong></p><p>5th—greater command (DC 31), commune, dominate personD (DC 31), plane shift (DC 29), raise dead</p><p>4th—cure critical wounds (3), death ward, confusionD (DC 30), neutralize poison</p><p>3rd—cure serious wounds (4), magic vestment, nondetectionD, remove disease</p><p>2nd—cure moderate wounds (5), death knell (DC 26), hold person (DC 28), invisibilityD, lesser restoration</p><p>1st—commandD (DC 27), cure light wounds (5), divine favor, sanctuary (DC 25), shield of faith</p><p>0—cure minor wounds (4), detect magic, mending</p><p><strong>D</strong> domain; <strong>Domains</strong> Temptation, Trickery</p><p><strong>Spell-Like Abilities (CL 14th)</strong></p><p>At will—charm monster (DC 28), detect good, detect thoughts (DC 26), disguise self (DC 25, no limit on duration), fly, suggestion (DC 27), greater teleport (self plus 50 pounds of objects only), sending, tongues</p><p>3/day—quickened suggestion (DC 27)</p><p>1/day—dominate person (DC 29), symbol of persuasion (DC 30)</p><p><strong>Abilities</strong> Str 14, Dex 30, Con 21, Int 20, Wis 20, Cha 38</p><p><strong>SQ</strong> item use, mock divinity, shroud alignment</p><p><strong>Feats</strong> Combat Reflexes, Dark Speech, Disguise Spell, Greater Spell Focus (enchantment), Multiattack, Persuasive, Quicken Spell-Like Ability (suggestion), Spell Focus (enchantment), Weapon Finesse</p><p><strong>Skills</strong> Bluff +45, Concentration +34, Diplomacy +47, Disguise +31 (+33 acting), Forgery +34, Heal +22, Intimidate +47, Knowledge (religion) +34, Listen +34, Perform (stringed instrument) +43, Perform (sing) +43, Sense Motive +34, Spot +34</p><p>Possessions +4 glamered leather armor, +2 vorpal whip dagger (stored in right glove of storing), ring of evasion, ring of protection +4, gloves of storing (2), golden heart worth 2,500 gp (stored in left glove of storing)</p><p><strong>Disguise Spell</strong> A Radiant Sister can disguise spells as performances. To do so, she must make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed her check result with a Spot check to detect that she’s casting a spell. Unless the spell visibly emanates from her, observers don’t know where the effect came from. A disguised spell can’t be identified with a Spellcraft check, but the act of casting still provokes attacks of opportunity as normal. This feat appeared in <em>Complete Adventurer.</em></p><p><strong>Halo (Su)</strong> Each Radiant Sister’s head is surmounted by a shimmering halo that matches the hue of her hair, a manifestation of her link and loyalty to Malcanthet. A Radiant Sister can control the intensity of illumination her halo provides as a free action, varying it from a faint glow that is all but imperceptible to a brilliance that provides bright illumination to a radius of 120 feet. Once per round as a free action, a Radiant Sister can focus the light of her halo on a single creature within 30 feet. The creature targeted must make a DC 31 Fortitude save to avoid being permanently blinded. The save DC is Charisma-based.</p><p><strong>Item Use (Ex)</strong> A Radiant Sister can use any magic item as though she had successfully used the Use Magic Device skill.</p><p><strong>Lilitu’s Gift (Su)</strong> Once per day, a radiant sister can embrace a willing or helpless creature to grant a +2 profane bonus to Charisma and a +2 profane bonus on saving throws as a standard action for 24 hours. The Radiant Sister’s name manifests as a tattoo in Abyssal on that creature’s body. The recipient cannot see his own tattoo. As long as the gift remains active, the lilitu can monitor that character’s condition and location as if she had placed a status spell on that character, and can communicate telepathically with the character at all times (even across planes), and by concentrating can observe the world around the character as if she were there in his place. Accepting a lilitu’s gift is a chaotic act. A creature can resist the gift with a DC 31 Will save. The save DC is Charisma-based.</p><p><strong>Mock Divinity (Ex)</strong> A Radiant Sister casts spells as a 9th-level cleridc, except that she uses her Charisma score to determine bonus spells per day and spell saving throw DCs. She cannot spontaneously cast cure or inflict spells, nor can she turn or rebuke undead. Most lilitus have access to the domains of Demonic and Trickery. The Radiant Sisters are an exception. As the favored agents of Malcanthet, they are allowed to choose their domains from any she normally grants her clerics—Chaos, Evil, Temptation, and Trickery.</p><p><strong>Poison (Su)</strong> Stinger—Injury, Fort DC 21, 2d6 Wis/1d4 negative levels. The save DC is Constitution-based.</p><p><strong>Shroud Alignment (Ex)</strong> Spells and spell-like abilities that have the good descriptor treat a lilitu as if her alignment was good. Magic items are similarly fooled.</p><p><strong>Temptation Granted Power</strong> A Radiant Sister must select a gender (50% chance of either). As long as the Radiant Sister wears no armor, she gains a +2 competence bonus on Charisma-based checks opposed by creatures of this gender, and the save DC for any mind-affecting spells or abilities she uses against this gender increases by 1.</p><p><strong>Vulnerable to Divine Magic (Ex)</strong> A lilitu’s heretical nature renders her particularly susceptible to divine magic. She makes all saving throws against divine magic a –2 penalty, and checks to overcome her spell resistance with a divine spell gain a +4 sacred bonus.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 3343324, member: 23937"] [b]RADIANT SISTER CR 18[/b] Female lilitu bard 12 CE Medium outsider (chaotic, evil, extraplanar, tanar’ri) [i]Fiendish Codex[/i] I 43 [b]Init[/b] +10; [b]Senses[/b] darkvision 60 ft.; Listen +34, Spot +34 [b]Languages[/b] Abyssal, Common; telepathy 100 ft. [b]AC[/b] 38, touch 24, flat-footed 28 [b]hp[/b] 235 (26 HD); [b]DR[/b] 10/cold iron or good [b]Immune[/b] electricity, poison [b]Resist[/b] acid 10, cold 10, fire 10; SR 23 [b]Fort[/b] +18, [b]Ref[/b] +27, [b]Will[/b] +22; evasion [b]Weakness[/b] divine magic [b]Spd[/b] 40 ft. [b]Melee[/b] [i]+2 vorpal whip dagger[/i] +35/+30/+25/+20 (1d6+4/19–20) and claw +31 (1d6+1) and 4 stingers +31 (1d4+1 plus poison) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with stingers, 15 ft. with whip) [b]Base Atk[/b] +23; [b]Grp[/b] +25 [b]Atk Options[/b] Combat Reflexes [b]Special Actions[/b] halo, lilitu’s gift [b]Bard Spells Known (CL12th)[/b] 4th (6/day)—freedom of movement, modify memory (DC 30), rainbow pattern (DC 28) 3rd (6/day)—dispel magic, fear (DC 27), glibness, haste 2nd (7/day)—eagle’s splendor, hold person (DC 28), locate object, mirror image 1st (7/day)—expeditious retreat, obscure object, Tasha’s hideous laughter (DC 27), undetectable alignment 0 (3/day)—detect magic, mage hand, mending, message, prestidigitation, summon instrument [b]Cleric Spells Prepared (CL 9th)[/b] 5th—greater command (DC 31), commune, dominate personD (DC 31), plane shift (DC 29), raise dead 4th—cure critical wounds (3), death ward, confusionD (DC 30), neutralize poison 3rd—cure serious wounds (4), magic vestment, nondetectionD, remove disease 2nd—cure moderate wounds (5), death knell (DC 26), hold person (DC 28), invisibilityD, lesser restoration 1st—commandD (DC 27), cure light wounds (5), divine favor, sanctuary (DC 25), shield of faith 0—cure minor wounds (4), detect magic, mending [b]D[/b] domain; [b]Domains[/b] Temptation, Trickery [b]Spell-Like Abilities (CL 14th)[/b] At will—charm monster (DC 28), detect good, detect thoughts (DC 26), disguise self (DC 25, no limit on duration), fly, suggestion (DC 27), greater teleport (self plus 50 pounds of objects only), sending, tongues 3/day—quickened suggestion (DC 27) 1/day—dominate person (DC 29), symbol of persuasion (DC 30) [b]Abilities[/b] Str 14, Dex 30, Con 21, Int 20, Wis 20, Cha 38 [b]SQ[/b] item use, mock divinity, shroud alignment [b]Feats[/b] Combat Reflexes, Dark Speech, Disguise Spell, Greater Spell Focus (enchantment), Multiattack, Persuasive, Quicken Spell-Like Ability (suggestion), Spell Focus (enchantment), Weapon Finesse [b]Skills[/b] Bluff +45, Concentration +34, Diplomacy +47, Disguise +31 (+33 acting), Forgery +34, Heal +22, Intimidate +47, Knowledge (religion) +34, Listen +34, Perform (stringed instrument) +43, Perform (sing) +43, Sense Motive +34, Spot +34 Possessions +4 glamered leather armor, +2 vorpal whip dagger (stored in right glove of storing), ring of evasion, ring of protection +4, gloves of storing (2), golden heart worth 2,500 gp (stored in left glove of storing) [b]Disguise Spell[/b] A Radiant Sister can disguise spells as performances. To do so, she must make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed her check result with a Spot check to detect that she’s casting a spell. Unless the spell visibly emanates from her, observers don’t know where the effect came from. A disguised spell can’t be identified with a Spellcraft check, but the act of casting still provokes attacks of opportunity as normal. This feat appeared in [i]Complete Adventurer.[/i] [b]Halo (Su)[/b] Each Radiant Sister’s head is surmounted by a shimmering halo that matches the hue of her hair, a manifestation of her link and loyalty to Malcanthet. A Radiant Sister can control the intensity of illumination her halo provides as a free action, varying it from a faint glow that is all but imperceptible to a brilliance that provides bright illumination to a radius of 120 feet. Once per round as a free action, a Radiant Sister can focus the light of her halo on a single creature within 30 feet. The creature targeted must make a DC 31 Fortitude save to avoid being permanently blinded. The save DC is Charisma-based. [b]Item Use (Ex)[/b] A Radiant Sister can use any magic item as though she had successfully used the Use Magic Device skill. [b]Lilitu’s Gift (Su)[/b] Once per day, a radiant sister can embrace a willing or helpless creature to grant a +2 profane bonus to Charisma and a +2 profane bonus on saving throws as a standard action for 24 hours. The Radiant Sister’s name manifests as a tattoo in Abyssal on that creature’s body. The recipient cannot see his own tattoo. As long as the gift remains active, the lilitu can monitor that character’s condition and location as if she had placed a status spell on that character, and can communicate telepathically with the character at all times (even across planes), and by concentrating can observe the world around the character as if she were there in his place. Accepting a lilitu’s gift is a chaotic act. A creature can resist the gift with a DC 31 Will save. The save DC is Charisma-based. [b]Mock Divinity (Ex)[/b] A Radiant Sister casts spells as a 9th-level cleridc, except that she uses her Charisma score to determine bonus spells per day and spell saving throw DCs. She cannot spontaneously cast cure or inflict spells, nor can she turn or rebuke undead. Most lilitus have access to the domains of Demonic and Trickery. The Radiant Sisters are an exception. As the favored agents of Malcanthet, they are allowed to choose their domains from any she normally grants her clerics—Chaos, Evil, Temptation, and Trickery. [b]Poison (Su)[/b] Stinger—Injury, Fort DC 21, 2d6 Wis/1d4 negative levels. The save DC is Constitution-based. [b]Shroud Alignment (Ex)[/b] Spells and spell-like abilities that have the good descriptor treat a lilitu as if her alignment was good. Magic items are similarly fooled. [b]Temptation Granted Power[/b] A Radiant Sister must select a gender (50% chance of either). As long as the Radiant Sister wears no armor, she gains a +2 competence bonus on Charisma-based checks opposed by creatures of this gender, and the save DC for any mind-affecting spells or abilities she uses against this gender increases by 1. [b]Vulnerable to Divine Magic (Ex)[/b] A lilitu’s heretical nature renders her particularly susceptible to divine magic. She makes all saving throws against divine magic a –2 penalty, and checks to overcome her spell resistance with a divine spell gain a +4 sacred bonus. [/QUOTE]
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