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Druidlights: Spirits of the Natural Order
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<blockquote data-quote="Beefermatic" data-source="post: 9789422" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">Rayspeaker</span></strong></p><p></p><p><span style="font-size: 18px"><em>A snow white elf with vibrant eyes, white hair, and green metallic vine-like patterns across it’s skin stands in the tree branches above looking down upon you. The forest stirs at her whisper. Trees lean closer. Wolves pad from the undergrowth with reverence, eyes glinting like coals beneath moonlight. Her words are not commands — they are invitations, woven into wind and heartbeat alike. She speaks, the wolves howl, and the world itself answers.</em></span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>CR</strong> 8 <strong>XP</strong> 4,800</span></p><p><span style="font-size: 18px">NG Medium outsider (druidlight, native, good)</span></p><p><span style="font-size: 18px"><strong>Init</strong> +3; <strong>Senses</strong> low-light vision, darkvision 60 ft.; Perception +17</span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Defense</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>AC</strong> 22, touch 13, flat-footed 19 (+3 Dex, +5 armor, +4 natural)</span></p><p><span style="font-size: 18px"><strong>hp</strong> 88 (8d10+44)</span></p><p><span style="font-size: 18px"><strong>Fort</strong> +10, <strong>Ref</strong> +9, <strong>Will</strong> +14</span></p><p><span style="font-size: 18px"><strong>DR</strong> 5/cold iron and magic; <strong>Resist</strong> acid 10, cold 10, electricity 10</span></p><p><span style="font-size: 18px"><strong>Immune</strong> disease, natural poisons</span></p><p><span style="font-size: 18px"><strong>SR</strong> 18</span></p><p><span style="font-size: 18px"><strong>Defensive Abilities</strong> woodland stride, trackless step, grace of the wild (+2 luck to saves in natural terrain)</span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Offense</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Speed</strong> 40 ft.</span></p><p><span style="font-size: 18px"><strong>Melee</strong> +1 scimitar +11/+6 (1d6+4, 18–20)</span></p><p><span style="font-size: 18px"><strong>Ranged</strong> +1 composite longbow +12/+7 (1d8+3, ×3)</span></p><p><span style="font-size: 18px"><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</span></p><p><span style="font-size: 18px"><strong>Special Attacks</strong> <em>Children of the Wild</em>, scion of light, nature’s harmony, wild empathy +20</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Spell-Like Abilities</strong> (CL 8th; concentration +15)</span></p><p><span style="font-size: 18px">Constant — <em>speak with animals, speak with plants</em></span></p><p><span style="font-size: 18px">At will — <em>detect magic, detect snares and pits, charm animal, calm animals, faerie fire, longstrider, burning disarm, windy defense</em></span></p><p><span style="font-size: 18px">3/day — <em>summon nature’s ally III, call lightning, entangle, heat metal, summon swarm, tree shape</em></span></p><p><span style="font-size: 18px">1/day — <em>wall of thorns, dominate animal, tree stride, release the hounds</em></span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Spells</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em>Casts as both an 8th-level druid and 8th-level ranger.</em></span></p><p><span style="font-size: 18px"><strong>Caster Level</strong> 8th <strong>Concentration</strong> +15 (Wis +7, class +8)</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Druid Spells Prepared (DC 17 + spell level)</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">4th (2/day) – <em>summon nature’s ally IV, freedom of movement</em></span></p><p><span style="font-size: 18px">3rd (3/day) – <em>call lightning, protection from energy, cure serious wounds</em></span></p><p><span style="font-size: 18px">2nd (4/day) – <em>barkskin, lesser restoration, soften earth and stone, resist energy</em></span></p><p><span style="font-size: 18px">1st (5/day) – <em>entangle, aspect of the nightingale, goodberry, monkey fish, produce flame</em></span></p><p><span style="font-size: 18px">0 (at will) – <em>detect magic, mending, purify food and drink, stabilize, create water</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Ranger Spells Prepared (DC 15 + spell level)</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">2nd (2/day) – <em>wind wall, protection from energy</em></span></p><p><span style="font-size: 18px">1st (3/day) – <em>magic fang, longstrider, aspect of the falcon</em></span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Statistics</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Str</strong> 14, <strong>Dex</strong> 16, <strong>Con</strong> 18, <strong>Int</strong> 14, <strong>Wis</strong> 24, <strong>Cha</strong> 21</span></p><p><span style="font-size: 18px"><strong>Base Atk</strong> +8; <strong>CMB</strong> +10; <strong>CMD</strong> 25</span></p><p><span style="font-size: 18px"><strong>Feats</strong> Point-Blank Shot, Precise Shot, Improved Initiative, Weapon Focus (longbow), Natural Spell</span></p><p><span style="font-size: 18px"><strong>Skills</strong> Handle Animal +20, Knowledge (nature) +19, Knowledge (planes) +15, Perception +17, Ride +16, Sense Motive +17, Stealth +15, Survival +20, Spellcraft +14</span></p><p><span style="font-size: 18px"><strong>Languages</strong> Druidic, Sylvan, Elven, Common, Truespeech</span></p><p><span style="font-size: 18px"><strong>SQ</strong> animal companion, empathic link, favored terrain (forest +4), grace of the wild</span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Special Abilities</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Children of the Wild (Su): </strong>Once per day as a full-round action, the Rayspeaker can call forth the creatures of the surrounding wilderness to her side.</span></p><p><span style="font-size: 18px">All natural animals within a 1-mile radius hear her voice.</span></p><p><span style="font-size: 18px">After 1d4 rounds, 2d6 wolves, 2d4 hawks, or 1d4+1 larger beasts (bears, lions, or stags) arrive and treat the Rayspeaker as an ally.</span></p><p><span style="font-size: 18px">Every 1d3 rounds thereafter, she may call again, summoning 1d4+1 additional creatures of the same or smaller size.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">These are true animals, not magical summons — their behavior reflects the natural instincts of their kind.</span></p><p><span style="font-size: 18px">They understand and can communicate simple concepts from the Rayspeaker (<em>flee, circle, drive off, defend</em>), but are not dominated and will retreat if grievously harmed or terrified.</span></p><p><span style="font-size: 18px">A Rayspeaker can only have one such gathering active at a time, and these allies disperse naturally when dismissed or after one hour of inactivity.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Scion of Light (Su): </strong>The Rayspeaker channels raw lifeforce, healing allies or scorching corruption. 5/day, she can release a pulse that heals living creatures (5d6) and damages undead or aberrant creatures (10d6). She may also infuse this into her arrows, turning ranged volleys into streaks of living sunlight.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Nature’s Harmony (Su): </strong>Animals and plants within 30 ft. of the Rayspeaker act as though under <em>calm animals</em> and <em>plant growth</em>. She can suppress or reactivate this aura as a swift action. Within it, allies gain +2 to attack and damage rolls and fast healing 5 while standing on natural ground.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Grace of the Wild (Ex): </strong>The Rayspeaker gains a +2 luck bonus on all saving throws in any natural environment and cannot be tracked except by creatures with mythic abilities.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Animal Companion (Ex): </strong>As druid, with a chosen animal companion (usually a great wolf or hawk).</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Woodland Stride & Trackless Step (Ex): </strong>As druid abilities.</span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">A Rayspeaker always sets up a battlefield before entering combat. She prefers to enter battle surrounded by her animal allies, striking from the periphery with spell or bow, while her beasts harry and control the field. She opens with <em>entangle</em> or <em>soften earth and stone</em> to break formation, then <em>call lightning</em> or <em>windwall</em> to scatter ranged foes or attacks while she remains in the trees.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If threatened directly, she invokes Children of the Wild, and <em>release the hounds</em>, or <em>summon nature's ally</em>, summoning waves of beasts and commanding them with gestures and song, using Nature’s Harmony to bolster and heal them.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">When forced into close combat, she rides her wolf or eagle and attacks with graceful precision, attempting to break free and keep her distance with her bow, firing as a mounted archer, only drawing her scimitar as a last resort.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If she takes catastrophic damage, she retreats, the forest itself closing around her — vines tangling, trees shifting, the woods refusing to let her enemies leave. If struck she relies on windy defense to mitigate the majority of the damage, and uses entangle, stone to mud, tree stride and tree shape to escape and hide from enemies.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If pressed or escape will mean the death of her companions or her companions begin to fall, she’ll fight to the death to protect them using all of her magic and repeatedly using Scion of Light to heal her allies and damage her foes simultaneously.</span></p><p><span style="font-size: 18px"></span></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Lore</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">The Rayspeakers are the voice of the wild, emissaries of the Druidlight Choir who do not command through harshness or authority, but through friendship. They are the soft edge of balance, those who speak for the wolves, the oaks, the hawks, and the rivers.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Where a Druidlight channels divine light, a Rayspeaker channels life itself, the pulse that runs through root, feather, and fur. When one is seen riding a wolf beneath a dawn sky, nature itself rejoices as the forest knows that help is on the way.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9789422, member: 6670757"] [B][SIZE=6]Rayspeaker[/SIZE][/B] [SIZE=5][I]A snow white elf with vibrant eyes, white hair, and green metallic vine-like patterns across it’s skin stands in the tree branches above looking down upon you. The forest stirs at her whisper. Trees lean closer. Wolves pad from the undergrowth with reverence, eyes glinting like coals beneath moonlight. Her words are not commands — they are invitations, woven into wind and heartbeat alike. She speaks, the wolves howl, and the world itself answers.[/I] [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]CR[/B] 8 [B]XP[/B] 4,800 NG Medium outsider (druidlight, native, good) [B]Init[/B] +3; [B]Senses[/B] low-light vision, darkvision 60 ft.; Perception +17 [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Defense AC[/B] 22, touch 13, flat-footed 19 (+3 Dex, +5 armor, +4 natural) [B]hp[/B] 88 (8d10+44) [B]Fort[/B] +10, [B]Ref[/B] +9, [B]Will[/B] +14 [B]DR[/B] 5/cold iron and magic; [B]Resist[/B] acid 10, cold 10, electricity 10 [B]Immune[/B] disease, natural poisons [B]SR[/B] 18 [B]Defensive Abilities[/B] woodland stride, trackless step, grace of the wild (+2 luck to saves in natural terrain) [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Offense Speed[/B] 40 ft. [B]Melee[/B] +1 scimitar +11/+6 (1d6+4, 18–20) [B]Ranged[/B] +1 composite longbow +12/+7 (1d8+3, ×3) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Special Attacks[/B] [I]Children of the Wild[/I], scion of light, nature’s harmony, wild empathy +20 [B]Spell-Like Abilities[/B] (CL 8th; concentration +15) Constant — [I]speak with animals, speak with plants[/I] At will — [I]detect magic, detect snares and pits, charm animal, calm animals, faerie fire, longstrider, burning disarm, windy defense[/I] 3/day — [I]summon nature’s ally III, call lightning, entangle, heat metal, summon swarm, tree shape[/I] 1/day — [I]wall of thorns, dominate animal, tree stride, release the hounds[/I] [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Spells[/B] [I]Casts as both an 8th-level druid and 8th-level ranger.[/I] [B]Caster Level[/B] 8th [B]Concentration[/B] +15 (Wis +7, class +8) [B]Druid Spells Prepared (DC 17 + spell level)[/B] 4th (2/day) – [I]summon nature’s ally IV, freedom of movement[/I] 3rd (3/day) – [I]call lightning, protection from energy, cure serious wounds[/I] 2nd (4/day) – [I]barkskin, lesser restoration, soften earth and stone, resist energy[/I] 1st (5/day) – [I]entangle, aspect of the nightingale, goodberry, monkey fish, produce flame[/I] 0 (at will) – [I]detect magic, mending, purify food and drink, stabilize, create water[/I] [B]Ranger Spells Prepared (DC 15 + spell level)[/B] 2nd (2/day) – [I]wind wall, protection from energy[/I] 1st (3/day) – [I]magic fang, longstrider, aspect of the falcon[/I] [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Statistics Str[/B] 14, [B]Dex[/B] 16, [B]Con[/B] 18, [B]Int[/B] 14, [B]Wis[/B] 24, [B]Cha[/B] 21 [B]Base Atk[/B] +8; [B]CMB[/B] +10; [B]CMD[/B] 25 [B]Feats[/B] Point-Blank Shot, Precise Shot, Improved Initiative, Weapon Focus (longbow), Natural Spell [B]Skills[/B] Handle Animal +20, Knowledge (nature) +19, Knowledge (planes) +15, Perception +17, Ride +16, Sense Motive +17, Stealth +15, Survival +20, Spellcraft +14 [B]Languages[/B] Druidic, Sylvan, Elven, Common, Truespeech [B]SQ[/B] animal companion, empathic link, favored terrain (forest +4), grace of the wild [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Special Abilities Children of the Wild (Su): [/B]Once per day as a full-round action, the Rayspeaker can call forth the creatures of the surrounding wilderness to her side. All natural animals within a 1-mile radius hear her voice. After 1d4 rounds, 2d6 wolves, 2d4 hawks, or 1d4+1 larger beasts (bears, lions, or stags) arrive and treat the Rayspeaker as an ally. Every 1d3 rounds thereafter, she may call again, summoning 1d4+1 additional creatures of the same or smaller size. These are true animals, not magical summons — their behavior reflects the natural instincts of their kind. They understand and can communicate simple concepts from the Rayspeaker ([I]flee, circle, drive off, defend[/I]), but are not dominated and will retreat if grievously harmed or terrified. A Rayspeaker can only have one such gathering active at a time, and these allies disperse naturally when dismissed or after one hour of inactivity. [B]Scion of Light (Su): [/B]The Rayspeaker channels raw lifeforce, healing allies or scorching corruption. 5/day, she can release a pulse that heals living creatures (5d6) and damages undead or aberrant creatures (10d6). She may also infuse this into her arrows, turning ranged volleys into streaks of living sunlight. [B]Nature’s Harmony (Su): [/B]Animals and plants within 30 ft. of the Rayspeaker act as though under [I]calm animals[/I] and [I]plant growth[/I]. She can suppress or reactivate this aura as a swift action. Within it, allies gain +2 to attack and damage rolls and fast healing 5 while standing on natural ground. [B]Grace of the Wild (Ex): [/B]The Rayspeaker gains a +2 luck bonus on all saving throws in any natural environment and cannot be tracked except by creatures with mythic abilities. [B]Animal Companion (Ex): [/B]As druid, with a chosen animal companion (usually a great wolf or hawk). [B]Woodland Stride & Trackless Step (Ex): [/B]As druid abilities. [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Combat[/B] A Rayspeaker always sets up a battlefield before entering combat. She prefers to enter battle surrounded by her animal allies, striking from the periphery with spell or bow, while her beasts harry and control the field. She opens with [I]entangle[/I] or [I]soften earth and stone[/I] to break formation, then [I]call lightning[/I] or [I]windwall[/I] to scatter ranged foes or attacks while she remains in the trees. If threatened directly, she invokes Children of the Wild, and [I]release the hounds[/I], or [I]summon nature's ally[/I], summoning waves of beasts and commanding them with gestures and song, using Nature’s Harmony to bolster and heal them. When forced into close combat, she rides her wolf or eagle and attacks with graceful precision, attempting to break free and keep her distance with her bow, firing as a mounted archer, only drawing her scimitar as a last resort. If she takes catastrophic damage, she retreats, the forest itself closing around her — vines tangling, trees shifting, the woods refusing to let her enemies leave. If struck she relies on windy defense to mitigate the majority of the damage, and uses entangle, stone to mud, tree stride and tree shape to escape and hide from enemies. If pressed or escape will mean the death of her companions or her companions begin to fall, she’ll fight to the death to protect them using all of her magic and repeatedly using Scion of Light to heal her allies and damage her foes simultaneously. [/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Lore[/B] The Rayspeakers are the voice of the wild, emissaries of the Druidlight Choir who do not command through harshness or authority, but through friendship. They are the soft edge of balance, those who speak for the wolves, the oaks, the hawks, and the rivers. Where a Druidlight channels divine light, a Rayspeaker channels life itself, the pulse that runs through root, feather, and fur. When one is seen riding a wolf beneath a dawn sky, nature itself rejoices as the forest knows that help is on the way.[/SIZE] [/QUOTE]
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