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Druidlights: Spirits of the Natural Order
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<blockquote data-quote="Beefermatic" data-source="post: 9773956" data-attributes="member: 6670757"><p><h3><strong>Wisp</strong></h3><p></p><p><em>This tiny globe of teal light drifts gently through the air, its glow waxing and waning like a pulse of breath. It radiates warmth and comfort, settling near plants, beasts, or weary travelers with an almost instinctive kindness. When it merges with a creature, its glow disappears into the host, leaving only a sense of quiet strength in its wake.</em></p><p><em></em></p><p><em></em></p><p><em>CR 2</em></p><p>XP 600</p><p>NG Tiny outsider (druidlight, extraplanar, incorporeal, good)</p><p>Init +4; Senses darkvision 60 ft., low-light vision; Perception +5</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Defense</strong></h4><p></p><p>AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)</p><p>hp 19 (3d10+3)</p><p>Fort +2, Ref +7, Will +4</p><p>Defensive Abilities incorporeal, spirited away, symbiotic bond</p><p>Immune disease, natural poisons</p><p>Resist acid 10, cold 10, electricity 10</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Offense</strong></h4><p></p><p>Speed fly 40 ft. (perfect)</p><p>Melee incorporeal touch +5 (1d4 nonlethal plus renewal touch)</p><p>Special Attacks renewal touch</p><p>Spell-Like Abilities (CL 3rd; concentration +5)</p><p>—At will: <em>guidance, stabilize, light</em></p><p>—3/day: <em>cure light wounds, detect animals or plants, speak with animals</em></p><p>—1/day: <em>lesser restoration</em></p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Statistics</strong></h4><p></p><p>Str —, Dex 18, Con 12, Int 8, Wis 14, Cha 14</p><p>Base Atk +3; CMB +6 (trip only); CMD 14 (can’t be tripped)</p><p>Feats Improved Initiative, Skill Focus (Perception)</p><p>Skills Fly +12, Knowledge (nature) +5, Perception +5, Stealth +12, Survival +5</p><p>Languages truespeech, druidic; telepathy 60 ft.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Ecology</strong></h4><p></p><p>Environment temperate forests, sacred groves, or glades</p><p>Organization solitary, pair, or cluster (3–6)</p><p>Treasure none</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Special Abilities</strong></h4><p></p><p><strong>Renewal Touch (Su):</strong> A creature struck by a wisp’s incorporeal touch also gains a fleeting boon of life. Allies struck are healed 1d4 hp; enemies struck must succeed on a DC 13 Fortitude save or be dazzled for 1 round as teal restorative light overwhelms them. The save DC is Charisma-based.</p><p></p><p></p><p><strong>Symbiotic Bond (Su):</strong> A wisp may merge its essence with a willing creature (animal, plant, or humanoid) within 30 feet as a standard action. While bonded, the wisp becomes invisible and incorporeal within the host, traveling alongside them but unable to take other actions (except ending the bond as a free action).</p><p></p><p></p><p>While bonded, the host gains the following boons:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Immunity to natural diseases and ingested poisons</li> <li data-xf-list-type="ul">+1 insight bonus to AC</li> <li data-xf-list-type="ul">+2 insight bonus on Perception checks</li> <li data-xf-list-type="ul">Endurance as a bonus feat</li> <li data-xf-list-type="ul">DR 1/cold iron or magic</li> </ul><p></p><p>The host retains these benefits permanently even after the wisp departs. A bonded wisp cannot use attacks or spell-like abilities, but may communicate telepathically with its host. If the host dies, the wisp is ejected and must succeed at a DC 15 Will save or be spirited away (see below).</p><p></p><p></p><p><strong>Spirited Away (Su):</strong> When a wisp would be slain (0 hp or lower, or subject to an effect that would kill or destroy it), it automatically teleports and plane shifts to Rathwood, its home plane, reverting to dormant form. This occurs as an immediate action and cannot be prevented, though it leaves behind any items it carried.</p><p></p><p></p><p><strong>Truespeech (Ex):</strong> A wisp can understand, speak, and write all languages as though under a permanent <em>tongues</em> spell. Unlike <em>tongues</em>, this also applies to written words.</p><p></p><p></p><p><strong>Druidlight Traits (Ex):</strong> All druidlights share immunity to disease and natural poisons, resistance to acid, cold, and electricity, and knowledge of Druidic.</p><p></p><p></p><p>[HR][/HR]</p><p></p><p><strong>Combat</strong></p><p></p><p>Wisps avoid combat whenever possible, preferring to aid from the shadows of trees or within their bonded hosts. They are incorporeal and non-aggressive, using their light only to guide, heal, or ward away predators.</p><p>If cornered, a wisp disorients foes with dazzling flashes and retreating bursts of speed, often leading attackers into briars, animal dens, or other natural hazards. A bonded wisp instead channels vitality into its host, granting bursts of vigor and clarity while the host defends itself.</p><p>Wisps never fight to kill — they exist to preserve life, not take it — and will only unleash destructive energy in self-defense or when defending a sacred grove.</p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Lore</strong></h4><p></p><p>Wisps are the smallest sparks of the druidlights, flickering teal motes of primal will. They slip quietly into wounded ecosystems and fragile hearts, merging with plants, beasts, or even rare humanoids. Their presence grants resilience, allowing whole species to recover after disaster. Though they appear fragile, each bond they make fuels their own renewal, slowly restoring them until they ripen into greater forms such as Revelers.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9773956, member: 6670757"] [HEADING=2][B]Wisp[/B][/HEADING] [I]This tiny globe of teal light drifts gently through the air, its glow waxing and waning like a pulse of breath. It radiates warmth and comfort, settling near plants, beasts, or weary travelers with an almost instinctive kindness. When it merges with a creature, its glow disappears into the host, leaving only a sense of quiet strength in its wake. CR 2[/I] XP 600 NG Tiny outsider (druidlight, extraplanar, incorporeal, good) Init +4; Senses darkvision 60 ft., low-light vision; Perception +5 [HR][/HR] [HEADING=3][B]Defense[/B][/HEADING] AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) hp 19 (3d10+3) Fort +2, Ref +7, Will +4 Defensive Abilities incorporeal, spirited away, symbiotic bond Immune disease, natural poisons Resist acid 10, cold 10, electricity 10 [HR][/HR] [HEADING=3][B]Offense[/B][/HEADING] Speed fly 40 ft. (perfect) Melee incorporeal touch +5 (1d4 nonlethal plus renewal touch) Special Attacks renewal touch Spell-Like Abilities (CL 3rd; concentration +5) —At will: [I]guidance, stabilize, light[/I] —3/day: [I]cure light wounds, detect animals or plants, speak with animals[/I] —1/day: [I]lesser restoration[/I] [HR][/HR] [HEADING=3][B]Statistics[/B][/HEADING] Str —, Dex 18, Con 12, Int 8, Wis 14, Cha 14 Base Atk +3; CMB +6 (trip only); CMD 14 (can’t be tripped) Feats Improved Initiative, Skill Focus (Perception) Skills Fly +12, Knowledge (nature) +5, Perception +5, Stealth +12, Survival +5 Languages truespeech, druidic; telepathy 60 ft. [HR][/HR] [HEADING=3][B]Ecology[/B][/HEADING] Environment temperate forests, sacred groves, or glades Organization solitary, pair, or cluster (3–6) Treasure none [HR][/HR] [HEADING=3][B]Special Abilities[/B][/HEADING] [B]Renewal Touch (Su):[/B] A creature struck by a wisp’s incorporeal touch also gains a fleeting boon of life. Allies struck are healed 1d4 hp; enemies struck must succeed on a DC 13 Fortitude save or be dazzled for 1 round as teal restorative light overwhelms them. The save DC is Charisma-based. [B]Symbiotic Bond (Su):[/B] A wisp may merge its essence with a willing creature (animal, plant, or humanoid) within 30 feet as a standard action. While bonded, the wisp becomes invisible and incorporeal within the host, traveling alongside them but unable to take other actions (except ending the bond as a free action). While bonded, the host gains the following boons: [LIST] [*]Immunity to natural diseases and ingested poisons [*]+1 insight bonus to AC [*]+2 insight bonus on Perception checks [*]Endurance as a bonus feat [*]DR 1/cold iron or magic [/LIST] The host retains these benefits permanently even after the wisp departs. A bonded wisp cannot use attacks or spell-like abilities, but may communicate telepathically with its host. If the host dies, the wisp is ejected and must succeed at a DC 15 Will save or be spirited away (see below). [B]Spirited Away (Su):[/B] When a wisp would be slain (0 hp or lower, or subject to an effect that would kill or destroy it), it automatically teleports and plane shifts to Rathwood, its home plane, reverting to dormant form. This occurs as an immediate action and cannot be prevented, though it leaves behind any items it carried. [B]Truespeech (Ex):[/B] A wisp can understand, speak, and write all languages as though under a permanent [I]tongues[/I] spell. Unlike [I]tongues[/I], this also applies to written words. [B]Druidlight Traits (Ex):[/B] All druidlights share immunity to disease and natural poisons, resistance to acid, cold, and electricity, and knowledge of Druidic. [HR][/HR] [B]Combat[/B] Wisps avoid combat whenever possible, preferring to aid from the shadows of trees or within their bonded hosts. They are incorporeal and non-aggressive, using their light only to guide, heal, or ward away predators. If cornered, a wisp disorients foes with dazzling flashes and retreating bursts of speed, often leading attackers into briars, animal dens, or other natural hazards. A bonded wisp instead channels vitality into its host, granting bursts of vigor and clarity while the host defends itself. Wisps never fight to kill — they exist to preserve life, not take it — and will only unleash destructive energy in self-defense or when defending a sacred grove. [HR][/HR] [HEADING=3][B]Lore[/B][/HEADING] Wisps are the smallest sparks of the druidlights, flickering teal motes of primal will. They slip quietly into wounded ecosystems and fragile hearts, merging with plants, beasts, or even rare humanoids. Their presence grants resilience, allowing whole species to recover after disaster. Though they appear fragile, each bond they make fuels their own renewal, slowly restoring them until they ripen into greater forms such as Revelers. [/QUOTE]
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