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Druidlights: Spirits of the Natural Order
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<blockquote data-quote="Beefermatic" data-source="post: 9773975" data-attributes="member: 6670757"><p><h3>Guardian</h3><p></p><p><em>This towering figure gleams like a wall of gold and silver. Wings of radiant metal unfurl from its back as it strides forward, it's massive shield raised, a halberd of gold in one hand, voice steady, it's face appears almost human. When it moves, the ground trembles—not in threat, but in protection, a pulsing steady thrum and glow of golden light emanates around it.</em></p><p></p><p></p><p><strong>CR 13</strong></p><p>XP 25,600</p><p>NG Large outsider (druidlight, native, good)</p><p>Init +6; Senses darkvision 60 ft., low-light vision; Perception +22</p><p>Aura aura of renewal 30 ft. (see Special Abilities), magic circle against evil (constant)</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Defense</h3><p></p><p>AC 32, touch 13, flat-footed 30 (+2 Dex, +11 armor, +5 natural, +4 deflection)</p><p>hp 178 (13d10+91)</p><p>Fort +15, Ref +10, Will +14</p><p>DR 10/cold iron and magic; Resist acid 20, cold 20, electricity 20</p><p>Immune disease, natural poisons, fear; Resist compulsion +4; SR 24</p><p>Defensive Abilities valor plate, shield of light, fearless; Spirited Away</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Offense</h3><p></p><p>Speed 40 ft., fly 90 ft. (good)</p><p>Melee +2 radiant halberd +23/+18/+13 (2d8+10 plus 2d6 holy) and shield bash +20 (1d8+5)</p><p>Space 10 ft.; Reach 10 ft.</p><p>Special Attacks radiant smite, transpose ally, invocation (Omdura)</p><p>Spell-Like Abilities (CL 13th; concentration +19)</p><p>Constant—<em>magic circle against evil, shield other</em></p><p>At will—<em>aid, holy smite, greater teleport</em> (self + 100 lbs. of objects only), <em>message</em></p><p>3/day—<em>flame strike, dispel magic, cure serious wounds, daylight</em></p><p>1/day—<em>righteous might</em> (self), <em>holy aura</em></p><p></p><p></p><p><strong>Omdura Spells </strong>(Spontaneous; DC 16 + spell level; CL 10th; concentration +16)</p><p>Spells per Day—1st 5/day, 2nd 4/day, 3rd 3/day, 4th 1/day (plus bonus spells for Cha, if used).</p><p>Spells Known—</p><p>0 (at will): <em>detect magic, guidance, light, read magic, resistance, stabilize</em></p><p>1st (5): <em>bless, command, cure light wounds</em> (auto-added via class), <em>divine favor, protection from evil</em></p><p>2nd (5): <em>aid, bull’s strength, lesser restoration, resist energy, shield other</em></p><p>3rd (4): <em>cure serious wounds, daylight, magic circle against evil, prayer</em></p><p>4th (2): <em>divine power, freedom of movement</em></p><p></p><p></p><p>(Omdura class features: <strong>Detect Alignment</strong> at will; <strong>Invocation</strong> 10 minutes/day total—Protection, Healing, Purify, Justice, etc.; <strong>Divine Touch</strong> 11/day for 5d6 positive; <strong>Divine Infusion</strong> [mercies]; <strong>Divine Might</strong> 2/day; <strong>Divine Weapon</strong> +2 for 10 minutes, 1/day.)</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Statistics</h3><p></p><p>Str 22, Dex 14, Con 24, Int 14, Wis 20, Cha 22</p><p>Base Atk +13; CMB +20; CMD 34</p><p>Feats Power Attack, Improved Initiative, Combat Reflexes, Toughness, Shield Focus, Greater Shield Focus, Stand Still, Weapon Focus (halberd)</p><p>Skills Diplomacy +22, Fly +20, Intimidate +21, Knowledge (planes) +18, Knowledge (religion) +19, Perception +22, Sense Motive +22, Survival +20</p><p>Languages Truespeech, Druidic, Sylvan, Celestial, Common; telepathy 100 ft.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Ecology</h3><p></p><p>Environment any forest or Rathwood</p><p>Organization solitary, pair, squad (3–5) or platoon (6-24)</p><p>Treasure standard (valor plate, radiant halberd)</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Special Abilities</h3><p></p><p><strong>Fearless (Ex):</strong> Immune to fear; all allies within 10 ft including itself gain a +4 sacred bonus on saving throws vs. charm and compulsion.</p><p></p><p></p><p><strong>Valor Plate (Su):</strong> Living +3 full plate grown of mythril sap. The armor is immune to acid, rust, and petrification. As a free action, it unfolds wings of light, granting fly 90 ft. (good).</p><p></p><p></p><p><strong>Radiant Smite (Su):</strong> As a swift action, select a foe; the guardian gains a +6 sacred bonus to attack rolls and AC against that target, and adds its Cha bonus (+6) to damage rolls versus that target. Undead, fiends, and aberrations take double damage. Smite ends when the target falls or the battle ends.</p><p></p><p></p><p><strong>Aura of Renewal (Su):</strong> 30-ft. aura; allies gain fast healing 5 and a +2 sacred bonus to AC and saving throws. Undead and evil outsiders that start their turn in the aura take 2d6 positive energy damage.</p><p></p><p></p><p><strong>Shield of Light (Su):</strong> 3/day, as an immediate action, the guardian projects a 10-ft. radius barrier of sunlight until the start of its next turn; allies within gain DR 10/— and resistance 20 to fire, cold, and electricity. The shield sheds bright light 60 ft.</p><p></p><p></p><p><strong>Transpose Ally (Su):</strong> As a standard action, instantly swap places with a willing (or unconscious) ally within line of sight that it can see and that is on the same plane of existence or dimension as it is.</p><p></p><p></p><p><strong>Spear and Shield (Su):</strong> As a free action, the guardian can summon a radiant +2 holy halberd and a luminous shield that grants a +4 deflection bonus to AC; it can dispel either weapon or shield as a free action.</p><p></p><p></p><p><strong>Armor Training (Ex):</strong> No speed reduction in medium or heavy armor; +1 maximum Dex bonus; –1 armor check penalty.</p><p></p><p></p><p><strong>Weapon Training (Ex):</strong> +2 attack/damage with heavy blades; +1 with polearms and spears.</p><p></p><p></p><p><strong>Spirited Away (Su):</strong> Upon destruction, the guardian erupts in golden light and returns to Rathwood as a wisp.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Combat</h3><p></p><p>Guardians fight like sentient bastions. They begin by calling an Invocation (usually Protection for AC or Healing for fast healing), then advance to anchor the line while Aura of Renewal patches wounds and punishes undead and fiends that close. Against unholy ranks, they open with <em>holy smite</em> or <em>flame strike</em>, then charge under Radiant Smite, their halberds carving bright arcs through the dark.</p><p>They time Shield of Light to stymie the worst attacks and use Transpose Ally to rip a dying comrade out of danger mid-combat. When the fight hinges on a single enemy, they stack Divine Might and Divine Weapon (often choosing <em>holy</em> or <em>speed</em>) to cut that target down. Guardians don’t retreat; if overwhelmed, they hold long enough for others to escape—and if they fall they are Spirited Away.</p><p></p><p></p><p>[HR][/HR]</p><p></p><h3>Lore</h3><p></p><p>Guardians are the living shields of the Druidlights—Omduras of metal and will. They are the true soldiers and centurians of the Druidlight forces, powerful and sturdy, they stand strong against all foes, usually only appearing when druidlights are badly pressed or a situation truly needs a strong response, one in which the revelers and druidlights can't handle alone. Their armor hums like a heartbeat in time with the forest’s pulse; their oaths are carved in sunlight. When Guardians march, the air trembles with hymns of renewal and thunderous resolve.</p><p></p><p>Under their armor they appear almost human, bald and bronze of skin, their eyes glow like molten gold.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9773975, member: 6670757"] [HEADING=2]Guardian[/HEADING] [I]This towering figure gleams like a wall of gold and silver. Wings of radiant metal unfurl from its back as it strides forward, it's massive shield raised, a halberd of gold in one hand, voice steady, it's face appears almost human. When it moves, the ground trembles—not in threat, but in protection, a pulsing steady thrum and glow of golden light emanates around it.[/I] [B]CR 13[/B] XP 25,600 NG Large outsider (druidlight, native, good) Init +6; Senses darkvision 60 ft., low-light vision; Perception +22 Aura aura of renewal 30 ft. (see Special Abilities), magic circle against evil (constant) [HR][/HR] [HEADING=2]Defense[/HEADING] AC 32, touch 13, flat-footed 30 (+2 Dex, +11 armor, +5 natural, +4 deflection) hp 178 (13d10+91) Fort +15, Ref +10, Will +14 DR 10/cold iron and magic; Resist acid 20, cold 20, electricity 20 Immune disease, natural poisons, fear; Resist compulsion +4; SR 24 Defensive Abilities valor plate, shield of light, fearless; Spirited Away [HR][/HR] [HEADING=2]Offense[/HEADING] Speed 40 ft., fly 90 ft. (good) Melee +2 radiant halberd +23/+18/+13 (2d8+10 plus 2d6 holy) and shield bash +20 (1d8+5) Space 10 ft.; Reach 10 ft. Special Attacks radiant smite, transpose ally, invocation (Omdura) Spell-Like Abilities (CL 13th; concentration +19) Constant—[I]magic circle against evil, shield other[/I] At will—[I]aid, holy smite, greater teleport[/I] (self + 100 lbs. of objects only), [I]message[/I] 3/day—[I]flame strike, dispel magic, cure serious wounds, daylight[/I] 1/day—[I]righteous might[/I] (self), [I]holy aura[/I] [B]Omdura Spells [/B](Spontaneous; DC 16 + spell level; CL 10th; concentration +16) Spells per Day—1st 5/day, 2nd 4/day, 3rd 3/day, 4th 1/day (plus bonus spells for Cha, if used). Spells Known— 0 (at will): [I]detect magic, guidance, light, read magic, resistance, stabilize[/I] 1st (5): [I]bless, command, cure light wounds[/I] (auto-added via class), [I]divine favor, protection from evil[/I] 2nd (5): [I]aid, bull’s strength, lesser restoration, resist energy, shield other[/I] 3rd (4): [I]cure serious wounds, daylight, magic circle against evil, prayer[/I] 4th (2): [I]divine power, freedom of movement[/I] (Omdura class features: [B]Detect Alignment[/B] at will; [B]Invocation[/B] 10 minutes/day total—Protection, Healing, Purify, Justice, etc.; [B]Divine Touch[/B] 11/day for 5d6 positive; [B]Divine Infusion[/B] [mercies]; [B]Divine Might[/B] 2/day; [B]Divine Weapon[/B] +2 for 10 minutes, 1/day.) [HR][/HR] [HEADING=2]Statistics[/HEADING] Str 22, Dex 14, Con 24, Int 14, Wis 20, Cha 22 Base Atk +13; CMB +20; CMD 34 Feats Power Attack, Improved Initiative, Combat Reflexes, Toughness, Shield Focus, Greater Shield Focus, Stand Still, Weapon Focus (halberd) Skills Diplomacy +22, Fly +20, Intimidate +21, Knowledge (planes) +18, Knowledge (religion) +19, Perception +22, Sense Motive +22, Survival +20 Languages Truespeech, Druidic, Sylvan, Celestial, Common; telepathy 100 ft. [HR][/HR] [HEADING=2]Ecology[/HEADING] Environment any forest or Rathwood Organization solitary, pair, squad (3–5) or platoon (6-24) Treasure standard (valor plate, radiant halberd) [HR][/HR] [HEADING=2]Special Abilities[/HEADING] [B]Fearless (Ex):[/B] Immune to fear; all allies within 10 ft including itself gain a +4 sacred bonus on saving throws vs. charm and compulsion. [B]Valor Plate (Su):[/B] Living +3 full plate grown of mythril sap. The armor is immune to acid, rust, and petrification. As a free action, it unfolds wings of light, granting fly 90 ft. (good). [B]Radiant Smite (Su):[/B] As a swift action, select a foe; the guardian gains a +6 sacred bonus to attack rolls and AC against that target, and adds its Cha bonus (+6) to damage rolls versus that target. Undead, fiends, and aberrations take double damage. Smite ends when the target falls or the battle ends. [B]Aura of Renewal (Su):[/B] 30-ft. aura; allies gain fast healing 5 and a +2 sacred bonus to AC and saving throws. Undead and evil outsiders that start their turn in the aura take 2d6 positive energy damage. [B]Shield of Light (Su):[/B] 3/day, as an immediate action, the guardian projects a 10-ft. radius barrier of sunlight until the start of its next turn; allies within gain DR 10/— and resistance 20 to fire, cold, and electricity. The shield sheds bright light 60 ft. [B]Transpose Ally (Su):[/B] As a standard action, instantly swap places with a willing (or unconscious) ally within line of sight that it can see and that is on the same plane of existence or dimension as it is. [B]Spear and Shield (Su):[/B] As a free action, the guardian can summon a radiant +2 holy halberd and a luminous shield that grants a +4 deflection bonus to AC; it can dispel either weapon or shield as a free action. [B]Armor Training (Ex):[/B] No speed reduction in medium or heavy armor; +1 maximum Dex bonus; –1 armor check penalty. [B]Weapon Training (Ex):[/B] +2 attack/damage with heavy blades; +1 with polearms and spears. [B]Spirited Away (Su):[/B] Upon destruction, the guardian erupts in golden light and returns to Rathwood as a wisp. [HR][/HR] [HEADING=2]Combat[/HEADING] Guardians fight like sentient bastions. They begin by calling an Invocation (usually Protection for AC or Healing for fast healing), then advance to anchor the line while Aura of Renewal patches wounds and punishes undead and fiends that close. Against unholy ranks, they open with [I]holy smite[/I] or [I]flame strike[/I], then charge under Radiant Smite, their halberds carving bright arcs through the dark. They time Shield of Light to stymie the worst attacks and use Transpose Ally to rip a dying comrade out of danger mid-combat. When the fight hinges on a single enemy, they stack Divine Might and Divine Weapon (often choosing [I]holy[/I] or [I]speed[/I]) to cut that target down. Guardians don’t retreat; if overwhelmed, they hold long enough for others to escape—and if they fall they are Spirited Away. [HR][/HR] [HEADING=2]Lore[/HEADING] Guardians are the living shields of the Druidlights—Omduras of metal and will. They are the true soldiers and centurians of the Druidlight forces, powerful and sturdy, they stand strong against all foes, usually only appearing when druidlights are badly pressed or a situation truly needs a strong response, one in which the revelers and druidlights can't handle alone. Their armor hums like a heartbeat in time with the forest’s pulse; their oaths are carved in sunlight. When Guardians march, the air trembles with hymns of renewal and thunderous resolve. Under their armor they appear almost human, bald and bronze of skin, their eyes glow like molten gold. [/QUOTE]
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