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Druidlights: Spirits of the Natural Order
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<blockquote data-quote="Beefermatic" data-source="post: 9773958" data-attributes="member: 6670757"><p><h3><strong>Reveler</strong></h3><p></p><p><em>This sharp-eyed, punkish elf struts with a swagger, clad in mismatched garb from eras past and future. Its laughter is loud, its grin defiant. When it claps or stamps, the air itself shakes with rhythm, and its voice can sway hearts, terrify foes, or summon others of its kind in a flash of brilliant light.</em></p><p></p><p></p><p><strong>CR 5</strong></p><p>XP 1,600</p><p>CN Medium outsider (druidlight, native, good)</p><p>Init +3; Senses darkvision 60 ft., low-light vision; Perception +9</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Defense</strong></h4><p></p><p>AC 20, touch 15, flat-footed 15 (+3 Dex, Bracers of Armor +2, +2 Wis, +3 natural)</p><p>hp 45 (6d10+12)</p><p>Fort +7, Ref +8, Will +7</p><p>DR 5/cold iron; Resist acid 10, cold 10, electricity 10</p><p>Immune disease, natural poisons</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Offense</strong></h4><p></p><p>Speed 40 ft.</p><p>Melee unarmed strike +8 (1d8+4) or slam +8 (1d6+4)</p><p>Full Attack flurry of blows +8/+8 (1d8+4) and slam +3 (1d6+2)</p><p>Special Attacks bardic performance 9 rounds/day, flurry of blows, voice of the reveler</p><p>Spell-Like Abilities (CL 6th; concentration +8)</p><p>—At will: <em>detect magic, ghost sound, charm animal, charm person, stabilize, flare, prestidigidations, acid splash, vanish</em></p><p>—3/day: <em>cure light wounds, hideous laughter, magic fang</em></p><p>—1/day: <em>ethereal jaunt, improved invisibility</em></p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Statistics</strong></h4><p></p><p>Str 18, Dex 16, Con 14, Int 10, Wis 14, Cha 14</p><p>Base Atk +6; CMB +10; CMD 22</p><p>Feats Multiattack, Improved Unarmed Strike, Dodge</p><p>Skills Acrobatics +11, Bluff +11, Intimidate +11, Knowledge (nature) +8, Perform (sing or instrument) +12, Sense Motive +9, Stealth +8</p><p>Languages truespeech, druidic; telepathy 100 ft.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Ecology</strong></h4><p></p><p>Environment temperate forests, hidden groves, wild taverns</p><p>Organization solitary, duet, or band (3–7)</p><p>Treasure standard</p><p></p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Special Abilities</strong></h4><p></p><p><strong>Voice of the Reveler (Su):</strong> Once per day, a reveler can unleash a supernatural chorus in place of its bardic performance. All creatures within 60 ft. (except druidlights) must succeed at a DC 15 Will save or be affected as though by <em>charm person</em>, <em>sleep</em>, or <em>fear</em> (reveler’s choice). This is a sonic, mind-affecting effect. The save DC is Charisma-based. A creature that successfully saves cannot be affected again by that particular reveler’s voice for 24 hours.</p><p></p><p></p><p><strong>Light Beacon (Su/Item):</strong> About one in ten revelers carries a Light Beacon, a crystalline tube with a plunger. Activating the beacon (a standard action) sends a brilliant pillar of golden-teal light skyward, dispelling any ongoing magical darkness effects within 1 mile as though by <em>daylight</em> heightened to 6th level. All druidlights within 100 miles instinctively sense the beacon’s activation. Revelers specifically may immediately teleport/plane shift to the beacon’s location, arriving in flashes of snapping light and pops like old flashbulbs going off like distant cameras. Other druidlights can move toward the beacon normally.</p><p></p><p></p><p><strong>Spirited Away (Su):</strong> When slain, revelers vanish in golden-teal light, returning to Rathwood as wisps.</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>Revelers fight like brawlers and performers in one body — agile, unpredictable, and loud. In battle they open with <em>glitterdust</em> or <em>hideous laughter</em> to disrupt ranks before closing the distance with flurries of kicks, elbows, and slams. If pressed they'll <em>vanish</em> and use <em>magic fang</em> and <em>cure light wounds</em> to heal up before engaging again at an advantage.</p><p>They fight with ferocity, furious and tough, and use bardic performances to bolster allies or taunt enemies into breaking formation.</p><p>Against shadow-borne foes such as the Darkeners, or the undead, Revelers activate their Light Beacons to dispel darkness and call in reinforcements, teleporting bands of their kin directly into the fray.</p><p>If outmatched, they vanish with <em>greater invisibility</em> or <em>ethereal jaunt</em>, retreating only to gain reinforements.</p><p>Revelers will fight to the death to protect what's good and innocent in the world, even if terribly outmatched.</p><p></p><p>[HR][/HR]</p><p></p><h4><strong>Lore</strong></h4><p></p><p>Revelers are the punks, rabble-rousers, and troubadours of the druidlights. They favor mortal shapes, blending into taverns and protests alike, loudly proclaiming the will of the world, fighting for the downtrrodden both man and animal alike. Their music, thier voice, is both joyous and a weapon. In dire times, their beacons flare across the sky, summoning their kin to answer trouble in brilliant defiance.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9773958, member: 6670757"] [HEADING=2][B]Reveler[/B][/HEADING] [I]This sharp-eyed, punkish elf struts with a swagger, clad in mismatched garb from eras past and future. Its laughter is loud, its grin defiant. When it claps or stamps, the air itself shakes with rhythm, and its voice can sway hearts, terrify foes, or summon others of its kind in a flash of brilliant light.[/I] [B]CR 5[/B] XP 1,600 CN Medium outsider (druidlight, native, good) Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 [HR][/HR] [HEADING=3][B]Defense[/B][/HEADING] AC 20, touch 15, flat-footed 15 (+3 Dex, Bracers of Armor +2, +2 Wis, +3 natural) hp 45 (6d10+12) Fort +7, Ref +8, Will +7 DR 5/cold iron; Resist acid 10, cold 10, electricity 10 Immune disease, natural poisons [HR][/HR] [HEADING=3][B]Offense[/B][/HEADING] Speed 40 ft. Melee unarmed strike +8 (1d8+4) or slam +8 (1d6+4) Full Attack flurry of blows +8/+8 (1d8+4) and slam +3 (1d6+2) Special Attacks bardic performance 9 rounds/day, flurry of blows, voice of the reveler Spell-Like Abilities (CL 6th; concentration +8) —At will: [I]detect magic, ghost sound, charm animal, charm person, stabilize, flare, prestidigidations, acid splash, vanish[/I] —3/day: [I]cure light wounds, hideous laughter, magic fang[/I] —1/day: [I]ethereal jaunt, improved invisibility[/I] [HR][/HR] [HEADING=3][B]Statistics[/B][/HEADING] Str 18, Dex 16, Con 14, Int 10, Wis 14, Cha 14 Base Atk +6; CMB +10; CMD 22 Feats Multiattack, Improved Unarmed Strike, Dodge Skills Acrobatics +11, Bluff +11, Intimidate +11, Knowledge (nature) +8, Perform (sing or instrument) +12, Sense Motive +9, Stealth +8 Languages truespeech, druidic; telepathy 100 ft. [HR][/HR] [HEADING=3][B]Ecology[/B][/HEADING] Environment temperate forests, hidden groves, wild taverns Organization solitary, duet, or band (3–7) Treasure standard [HR][/HR] [HEADING=3][B]Special Abilities[/B][/HEADING] [B]Voice of the Reveler (Su):[/B] Once per day, a reveler can unleash a supernatural chorus in place of its bardic performance. All creatures within 60 ft. (except druidlights) must succeed at a DC 15 Will save or be affected as though by [I]charm person[/I], [I]sleep[/I], or [I]fear[/I] (reveler’s choice). This is a sonic, mind-affecting effect. The save DC is Charisma-based. A creature that successfully saves cannot be affected again by that particular reveler’s voice for 24 hours. [B]Light Beacon (Su/Item):[/B] About one in ten revelers carries a Light Beacon, a crystalline tube with a plunger. Activating the beacon (a standard action) sends a brilliant pillar of golden-teal light skyward, dispelling any ongoing magical darkness effects within 1 mile as though by [I]daylight[/I] heightened to 6th level. All druidlights within 100 miles instinctively sense the beacon’s activation. Revelers specifically may immediately teleport/plane shift to the beacon’s location, arriving in flashes of snapping light and pops like old flashbulbs going off like distant cameras. Other druidlights can move toward the beacon normally. [B]Spirited Away (Su):[/B] When slain, revelers vanish in golden-teal light, returning to Rathwood as wisps. [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] Revelers fight like brawlers and performers in one body — agile, unpredictable, and loud. In battle they open with [I]glitterdust[/I] or [I]hideous laughter[/I] to disrupt ranks before closing the distance with flurries of kicks, elbows, and slams. If pressed they'll [I]vanish[/I] and use [I]magic fang[/I] and [I]cure light wounds[/I] to heal up before engaging again at an advantage. They fight with ferocity, furious and tough, and use bardic performances to bolster allies or taunt enemies into breaking formation. Against shadow-borne foes such as the Darkeners, or the undead, Revelers activate their Light Beacons to dispel darkness and call in reinforcements, teleporting bands of their kin directly into the fray. If outmatched, they vanish with [I]greater invisibility[/I] or [I]ethereal jaunt[/I], retreating only to gain reinforements. Revelers will fight to the death to protect what's good and innocent in the world, even if terribly outmatched. [HR][/HR] [HEADING=3][B]Lore[/B][/HEADING] Revelers are the punks, rabble-rousers, and troubadours of the druidlights. They favor mortal shapes, blending into taverns and protests alike, loudly proclaiming the will of the world, fighting for the downtrrodden both man and animal alike. Their music, thier voice, is both joyous and a weapon. In dire times, their beacons flare across the sky, summoning their kin to answer trouble in brilliant defiance. [/QUOTE]
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