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Druidlights: Spirits of the Natural Order
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<blockquote data-quote="Beefermatic" data-source="post: 9789429" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">Radiant (CR 20)</span></strong></p><p></p><p><span style="font-size: 18px"><em>A powerfully built being clad head to toe in shimmering white-gold armor of light stands before you. Vine-like Eldritch runes of living golden brilliance pulse beneath glowing metal plates, and wings of sunlight unfurl behind it like banners of the dawn. Its eyes are molten metal, it’s body like a herculean half elf with skin of pure snow, its hair pale as the moon, yet warmth radiates from its presence, a golden serenity that both humbles and uplifts. When it turns its gaze upon you, the world itself seems to pause and take breath, the gaze of a being who has witnessed ages pass and yet still believes in salvation through strength.</em></span></p><p></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>XP 307,200</strong></span></p><p><span style="font-size: 18px">LG outsider (native, good)</span></p><p><span style="font-size: 18px"><strong>Init +7; Senses</strong> darkvision 60 ft., low-light vision, true seeing; <strong>Perception +32</strong></span></p><p><span style="font-size: 18px"><strong>Aura</strong> aura of good, radiant aura (30 ft.), aura of justice (10 ft.)</span></p><p></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 44</strong>, touch 20, flat-footed 37 (+7 Dex, +10 armor, +6 natural, +4 deflection, +7 shield)</span></p><p><span style="font-size: 18px"><strong>hp 405 (20d10+220)</strong></span></p><p><span style="font-size: 18px"><strong>Fort +27, Ref +19, Will +24</strong></span></p><p><span style="font-size: 18px"><strong>DR 15/evil; SR 31</strong></span></p><p><span style="font-size: 18px"><strong>Immune</strong> disease, fear, charms, compulsions, poison; <strong>Resist</strong> cold 10, electricity 10, fire 10</span></p><p><span style="font-size: 18px"><strong>Defensive Abilities</strong> divine grace, barrier shield, positive energy aura</span></p><p><span style="font-size: 18px"><strong>Weaknesses</strong> none</span></p><p></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., fly 90 ft. (perfect) (wings of light)</span></p><p><span style="font-size: 18px"><strong>Melee</strong> <em>+6 holy brilliant energy bastard sword</em> +33/+28/+23/+18 (1d10+15, 19–20/×2)</span></p><p><span style="font-size: 18px"><strong>Ranged</strong> <em>light wave</em> +26 (20d8 positive energy, 240 ft. line or ranged touch, 120 ft. wave (15 ft wide) or 60 ft. cone)</span></p><p><span style="font-size: 18px"><strong>Space 5 ft.; Reach 5 ft.</strong></span></p><p><span style="font-size: 18px"><strong>Special Attacks</strong> scion of light (15d6 positive), smite evil 6/day, lightwave, kamikaze, spirit weapon, twinsoul</span></p><p><span style="font-size: 18px"><strong>Spell-Like Abilities (CL 20th; DC 24 + spell level)</strong></span></p><p><span style="font-size: 18px">Constant—<em>speak with plants, detect evil</em></span></p><p><span style="font-size: 18px">At will—<em>searing light, holy smite, dimension door, daylight</em></span></p><p><span style="font-size: 18px">3/day—<em>flame strike, heal, dispel magic, greater teleport</em></span></p><p><span style="font-size: 18px">1/day—<em>sunburst, holy word, mass cure serious wounds</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Spells</strong> (as 20th-level cleric and paladin; DC 25 + spell level); prepared with both lists</span></p><p><span style="font-size: 18px"><strong>Caster Level:</strong> 20th (both Cleric and Paladin)</span></p><p><span style="font-size: 18px"><strong>Concentration:</strong> +29</span></p><p><span style="font-size: 18px"><strong>Save DC:</strong> 25 + spell level </span></p><p><span style="font-size: 18px"><strong>Domains:</strong> Good, Sun, Protection, Glory</span></p><p></p><h3><span style="font-size: 18px"><strong>Cleric Spells Prepared (8/8/8/8/8/7/7/6/6/6)</strong></span></h3><p></p><p><span style="font-size: 18px"><strong>0 (at will)</strong> — <em>detect magic, light, guidance, stabilize, resistance, create water, purify food and drink, mending</em></span></p><p><span style="font-size: 18px"><strong>1st (8/day)</strong> — <em>bless, divine favor, sanctuary, protection from evil, command, shield of faith, endure elements, comprehend languages</em></span></p><p><span style="font-size: 18px"><strong>2nd (8/day)</strong> — <em>aid, consecrate, lesser restoration, remove paralysis, resist energy, spiritual weapon, delay poison, make whole</em></span></p><p><span style="font-size: 18px"><strong>3rd (8/day)</strong> — <em>daylight, magic circle against evil, searing light, dispel magic, prayer, protection from energy, magic vestment, remove curse</em></span></p><p><span style="font-size: 18px"><strong>4th (8/day)</strong> — <em>holy smite, freedom of movement, restoration, death ward, sending, neutralize poison, dimensional anchor, divination</em></span></p><p><span style="font-size: 18px"><strong>5th (8/day)</strong> — <em>flame strike, righteous might, break enchantment, greater command, raise dead, true seeing, wall of stone, spell resistance</em></span></p><p><span style="font-size: 18px"><strong>6th (7/day)</strong> — <em>heal, blade barrier, word of recall, undeath to death, heroes’ feast, forbearance, greater dispel magic</em></span></p><p><span style="font-size: 18px"><strong>7th (7/day)</strong> — <em>resurrection, greater scrying, holy word, greater restoration, sunbeam, regenerate, refuge</em></span></p><p><span style="font-size: 18px"><strong>8th (6/day)</strong> — <em>mass cure critical wounds, discern location, earthquake, sunburst, shield of law, antimagic field</em></span></p><p><span style="font-size: 18px"><strong>9th (6/day)</strong> — <em>mass heal, gate, miracle, storm of vengeance, true resurrection, implosion</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Domain Powers (Good, Sun, Protection, Glory):</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 18px"><strong>Touch of Good (Su):</strong> Grant ally +8 sacred bonus on single roll 8/day.</span></li> <li data-xf-list-type="ul"><span style="font-size: 18px"><strong>Nimbus of Light (Su):</strong> Radiant glow as <em>daylight</em>; doubles vs undead.</span></li> <li data-xf-list-type="ul"><span style="font-size: 18px"><strong>Protective Ward (Su):</strong> +8 deflection to AC vs one attack 8/day.</span></li> <li data-xf-list-type="ul"><span style="font-size: 18px"><strong>Divine Presence (Su):</strong> Once/day as standard action, creatures within 30 ft. must Will DC 31 or be paralyzed 1 round and shaken thereafter.</span></li> </ul><p>[HR][/HR]</p><p></p><h3><span style="font-size: 18px"><strong>Paladin Spells Prepared (4/4/4/4)</strong></span></h3><p></p><p><span style="font-size: 18px"><strong>1st (4/day)</strong> — <em>bless weapon, divine favor, protection from evil, compel hostility</em></span></p><p><span style="font-size: 18px"><strong>2nd (4/day)</strong> — <em>bull’s strength, resist energy, remove paralysis, lesser restoration</em></span></p><p><span style="font-size: 18px"><strong>3rd (4/day)</strong> — <em>magic circle against evil, daylight, prayer, cure serious wounds</em></span></p><p><span style="font-size: 18px"><strong>4th (4/day)</strong> — <em>holy sword, mark of justice, restoration, death ward</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Lay on Hands (Su):</strong> 20/day, 10d6 healing or equivalent damage to undead.</span></p><p><span style="font-size: 18px"><strong>Smite Evil (Su):</strong> 7/day, doubles damage vs undead/outsiders.</span></p><p><span style="font-size: 18px"><strong>Mercies Known:</strong> fatigue, disease, poison, curse, paralysis, blindness.</span></p><p><span style="font-size: 18px"><strong>Aura Powers:</strong> Courage, Faith, Righteousness, Justice</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Domain Powers (Su/Sp)</strong> <em>greater turn undead</em>, <em>sunburst</em>, and <em>protective ward</em> 1/day.</span></p><p></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 26, Dex 24, Con 24, Int 18, Wis 26, Cha 28</strong></span></p><p><span style="font-size: 18px"><strong>Base Atk +20; CMB +28; CMD 48</strong></span></p><p><span style="font-size: 18px"><strong>Feats</strong> Cleave, Great Cleave, Improved Critical (bastard sword), Power Attack, Weapon Focus (bastard sword), Toughness, Quick Draw, Critical Focus, Staggering Critical, Leadership, Improved Initiative, Skill Focus (Perception), Weapon Specialization (bastard sword)</span></p><p><span style="font-size: 18px"><strong>Skills</strong> Bluff +28, Diplomacy +34, Fly +35, Knowledge (planes) +27, Knowledge (religion) +27, Perception +32, Ride +24, Sense Motive +34, Spellcraft +25, Survival +28, Use Magic Device +24; <strong>Racial Modifiers</strong> +4 Perception, +4 Sense Motive, +4 UMD (with Druidlight artifacts)</span></p><p><span style="font-size: 18px"><strong>Languages</strong> Celestial, Sylvan, Common, Elven; ghostspeech, truespeech</span></p><p><span style="font-size: 18px"><strong>SQ</strong> woodland stride, trackless step, wild empathy, twinsoul bond, fearless, master of arms</span></p><p></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Ecology</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Environment</strong> any good-aligned plane or ancient forest</span></p><p><span style="font-size: 18px"><strong>Organization</strong> solitary, pair, or vanguard (1 Radiant plus 3–8 Lanternbearers [advanced Druidlights])</span></p><p><span style="font-size: 18px"><strong>Treasure</strong> standard (+6 spirit weapon, radiant plate and shield)</span></p><p></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>Spirit Weapon (Su)</strong></span></p><p><span style="font-size: 18px">As a move action, a Radiant summons a weapon of pure light treated as a +6 holy brilliant energy weapon of any form they desire; they are always proficient with it. This weapon is an extension of their essence and vanishes if disarmed or dismissed (a free action). All Radiant spirit weapons are considered <em>epic</em> for the purpose of overcoming damage reduction.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Scion of Light (Su)</strong></span></p><p><span style="font-size: 18px">A Radiant can release a pulse of positive energy as a standard action, healing all allies within 30 ft. for 15d6 hp and simultaneously dealing 15d6 damage to undead and evil outsiders (Ref DC 31 half). Alternatively, they may invert the flow, channeling it as a searing blast of 15d6 damage to all creatures in range (double to undead) and dazzling living foes for 1 round per die of damage.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Radiant Aura (Su)</strong></span></p><p><span style="font-size: 18px">A 30-ft. emanation of sunlight-bright divine light surrounds the Radiant at all times. Allies gain a +4 sacred bonus on saving throws against fear, charms, and compulsions and are immune to being blinded by light effects. Undead take 5d6 positive energy damage each round they remain within the aura. Activating the aura to full brilliance (as a free action) duplicates <em>holy word</em> once per day.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Lightwave (Su)</strong></span></p><p><span style="font-size: 18px">As a standard action, the Radiant may project a slice like bolt, beam wave or cone of divine luminescence (ranged touch attack +26, 240 ft. line, 120 ft. wave 3 squares thick, or 60 ft. cone) dealing 20d8 points of positive energy damage (Ref DC 31 half). This raw radiant damage cannot heal but ignores hardness and passes through nonmagical barriers. Undead and creatures vulnerable to sunlight take double damage.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Barrier Shield (Su)</strong></span></p><p><span style="font-size: 18px">As an immediate action, 20/day, the Radiant can manifest a hemispherical wall of force 10 ft. high and 20 ft. wide in front of the Radiant. The barrier absorbs up to 200 points of damage (hardness 20). While maintained, the Radiant cannot move but may still attack with spells like Flame Strike that do not require a direct path. The barrier dissipates at the start of the Radiant’s next turn or when destroyed. After the radiant is out of charges he may continue to use this ability every 1d3 rounds thereafter. If the Barrier Shield is destroyed, it uses up all the remaining charges and the Radiant must wait 3 rounds before being able to use this ability again and the ability functions as described as if he is out of charges. </span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Smite Evil (Su)</strong> 7/day, swift action. Adds +Cha to attack, + Radiant’s HD to damage vs evil. Bypasses DR; critical hits against evil outsiders or undead are ×3.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Divine Grace (Su)</strong> Adds Charisma bonus to all saving throws.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Lay on Hands (Su)</strong> Heals self or allies for 10d6 hp as swift action, or damages undead for same amount. 20/day.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Mercies (Su)</strong> Lay on Hands also removes fatigue, poison, disease, curse, paralysis, and blindness.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Aura of Courage (Su)</strong> Allies within 30 ft. gain +4 morale bonus vs fear; Radiant is immune.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Aura of Faith (Su)</strong> Radiant’s weapons and those of allies within 30 ft. count as good for overcoming DR.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Aura of Righteousness (Su)</strong> Radiant gains DR 5/evil and immunity to compulsion; allies within 30 ft. gain +4 sacred bonus vs compulsion.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Spontaneous Casting (Ex)</strong> May swap prepared spells for <em>cure</em> spells.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Aura of Justice (Su)</strong></span></p><p><span style="font-size: 18px">All good or neutral allies within 10 ft. gain the Radiant’s Smite Evil bonus to attack and AC for 1 minute. Activating this is a free action that uses two of the Radiant’s daily smite uses.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Twinsoul (Ex)</strong></span></p><p><span style="font-size: 18px">Each Radiant shares a bond with a powerful creature of light (a good dragon, kirin, or celestial beast). They may telepathically communicate over any distance and can call their Twinsoul as a standard action (appearing within 100 ft.). The Twinsoul acts as a companion with full HD progression and shared saving throws.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Kamikaze (Su)</strong></span></p><p><span style="font-size: 18px">When a Radiant is deperate, dies or is spirited away, they may choose to detonate in a burst of vibrant light and sunfire treated as the<em> Sunburst</em> spell centered on the Radiant, (Ref DC 31 half). Undead and evil outsiders caught in the blast are automatically blinded and banished if they fail their save by 10 or more, all foes within range of the blast are also affected as if hit by <em>Prismatic Spray. </em>Using this ability is a full round action or an automatic immediate action used upon death or Spirited Away. Once a Radiant uses this ability, regardless of current hit points, they immediately are Spirited Away as per the ability and are effectively banished and destroyed.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Fearless (Ex)</strong></span></p><p><span style="font-size: 18px">A Radiant is completely immune to fear and compulsion effects.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Master of Arms (Ex)</strong></span></p><p><span style="font-size: 18px">The Radiant gains a +4 competence bonus to attack and AC when wielding any weapon or shield.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Wings of Light (Su)</strong></span></p><p><span style="font-size: 18px">The Radiant’s luminous wings manifest whenever they take flight and may remain visible while on the ground. These grant a fly speed of 90 ft. (perfect) and radiate bright light as <em>daylight</em> within 30 ft.</span></p><p></p><p style="text-align: center"><span style="font-size: 18px">[HR][/HR]</span></p><p><span style="font-size: 18px"><strong>Description</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Radiants are the paladins of the Druidlight order. Living suns who stand at the forefront of their armies. Their armor is forged of light itself, their swords cut through shadow and sin with equal ease. When they take flight thier wings ignite the sky like the fires of dawn. Each Radiant is a walking sanctuary of hope, sworn to defend the natural world from corruption by sheer force of will. Among the heirarchy of the Druidlights, The Radiants are Generals and Champions. The Light before the storm, and the Storm itself. </span></p><p><span style="font-size: 18px"></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">Radiants fight as paragons of defense and divine order. On the battlefield they are the anchor point—the radiant fulcrum around which lesser Druidlights and mortal allies rally. Each movement is deliberate, tactical, and weighted with purpose; they never strike in anger, only in protection.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">When combat begins, a Radiant immediately manifests its Radiant Aura to repel undead and empower allies, assessing the battlefield from its golden vantage. Against powerful foes or area attacks, it conjures its Barrier Shield—a shimmering dome of force—and moves to interpose itself between danger and the vulnerable.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">While protected within the barrier, the Radiant channels holy spells that do not require a direct path—<em>Flame Strike</em>, <em>Holy Smite</em>, and <em>Sunbeam</em> are favorites—turning the barrier into both bastion and pulpit, from which divine justice descends in beams of celestial light. Only when the barrier fades does it advance, blade of light drawn, leading the charge with <em>Smite Evil</em> and Scion of Light to purge what darkness remains.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Radiants prefer to lead formations of Druidlights and Lanternbearers, forming radiant phalanxes where each aura overlaps to create concentric sanctuaries of light. In open combat, they coordinate air support from their Twinsoul companions—often silver or gold dragons—who ferry wounded soldiers and rain divine fire upon enemy lines.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">If the battle turns dire, Radiants call upon <em>Heal</em> or <em>Mass Cure Critical Wounds</em> to restore allies before falling back beneath their barrier. Only when defeat is inevitable or retreat impossible will a Radiant willingly trigger its Kamikaze effect, immolating in a sunburst of cleansing fire that blinds and purifies the field. To a Radiant, death is not an end but a transition back to the dawn.</span></p><p></p><h3><span style="font-size: 18px"><strong>Lore</strong></span></h3><p><span style="font-size: 18px">Radiants are the zenith of the Druidlight hierarchy—the blazing suns around which all others orbit. Born when a Druidlight’s heart burns so fiercely with conviction that it can no longer dwell within shadow or soil, the Radiant embodies the will of the natural order given armor and purpose. They are the champions of the dawn, protectors of the fragile balance between life and destruction.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Where a Reveler brings joy and stirs outrage and a Renewer brings one last mercy, the Radiant brings order through light. Each one is said to have kindled from the ashes of fallen forests, the most nobel of druidlights, or even the very will of stars themselves reborn to ensure that such devastation never comes again. Their presence is a holy conflagration—banishing the undead, purging corruption, and restoring courage to the weary. To worthy mortals, they appear as golden knights descended from the firmament, but among the Druidlights, they are revered as generals, guardians, and arbiters of divine justice.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Radiants rarely dwell among mortals, preferring to patrol the liminal spaces between planes—the storm-wreathed peaks, the world’s burning horizons, and the astral borders of the stellar shores. When the balance of creation tilts toward darkness, their arrival heralds deliverance: blinding light spilling across the battlefield, a golden shield rising between the innocent and the abyss.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">Yet Radiants are not cruel conquerors; they fight only when all other paths have failed. Their every strike is tempered by compassion, their wrath guided by purpose. When they fall, they do not die—they return to the dawn that birthed them, their armor collapsing into motes of light that drift upward like embers seeking the sky. The sun itself remembers their names.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9789429, member: 6670757"] [B][SIZE=6]Radiant (CR 20)[/SIZE][/B] [SIZE=5][I]A powerfully built being clad head to toe in shimmering white-gold armor of light stands before you. Vine-like Eldritch runes of living golden brilliance pulse beneath glowing metal plates, and wings of sunlight unfurl behind it like banners of the dawn. Its eyes are molten metal, it’s body like a herculean half elf with skin of pure snow, its hair pale as the moon, yet warmth radiates from its presence, a golden serenity that both humbles and uplifts. When it turns its gaze upon you, the world itself seems to pause and take breath, the gaze of a being who has witnessed ages pass and yet still believes in salvation through strength.[/I][/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]XP 307,200[/B] LG outsider (native, good) [B]Init +7; Senses[/B] darkvision 60 ft., low-light vision, true seeing; [B]Perception +32 Aura[/B] aura of good, radiant aura (30 ft.), aura of justice (10 ft.)[/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Defense AC 44[/B], touch 20, flat-footed 37 (+7 Dex, +10 armor, +6 natural, +4 deflection, +7 shield) [B]hp 405 (20d10+220) Fort +27, Ref +19, Will +24 DR 15/evil; SR 31 Immune[/B] disease, fear, charms, compulsions, poison; [B]Resist[/B] cold 10, electricity 10, fire 10 [B]Defensive Abilities[/B] divine grace, barrier shield, positive energy aura [B]Weaknesses[/B] none[/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Offense Speed[/B] 40 ft., fly 90 ft. (perfect) (wings of light) [B]Melee[/B] [I]+6 holy brilliant energy bastard sword[/I] +33/+28/+23/+18 (1d10+15, 19–20/×2) [B]Ranged[/B] [I]light wave[/I] +26 (20d8 positive energy, 240 ft. line or ranged touch, 120 ft. wave (15 ft wide) or 60 ft. cone) [B]Space 5 ft.; Reach 5 ft. Special Attacks[/B] scion of light (15d6 positive), smite evil 6/day, lightwave, kamikaze, spirit weapon, twinsoul [B]Spell-Like Abilities (CL 20th; DC 24 + spell level)[/B] Constant—[I]speak with plants, detect evil[/I] At will—[I]searing light, holy smite, dimension door, daylight[/I] 3/day—[I]flame strike, heal, dispel magic, greater teleport[/I] 1/day—[I]sunburst, holy word, mass cure serious wounds[/I] [B]Spells[/B] (as 20th-level cleric and paladin; DC 25 + spell level); prepared with both lists [B]Caster Level:[/B] 20th (both Cleric and Paladin) [B]Concentration:[/B] +29 [B]Save DC:[/B] 25 + spell level [B]Domains:[/B] Good, Sun, Protection, Glory[/SIZE] [HEADING=2][SIZE=5][B]Cleric Spells Prepared (8/8/8/8/8/7/7/6/6/6)[/B][/SIZE][/HEADING] [SIZE=5][B]0 (at will)[/B] — [I]detect magic, light, guidance, stabilize, resistance, create water, purify food and drink, mending[/I] [B]1st (8/day)[/B] — [I]bless, divine favor, sanctuary, protection from evil, command, shield of faith, endure elements, comprehend languages[/I] [B]2nd (8/day)[/B] — [I]aid, consecrate, lesser restoration, remove paralysis, resist energy, spiritual weapon, delay poison, make whole[/I] [B]3rd (8/day)[/B] — [I]daylight, magic circle against evil, searing light, dispel magic, prayer, protection from energy, magic vestment, remove curse[/I] [B]4th (8/day)[/B] — [I]holy smite, freedom of movement, restoration, death ward, sending, neutralize poison, dimensional anchor, divination[/I] [B]5th (8/day)[/B] — [I]flame strike, righteous might, break enchantment, greater command, raise dead, true seeing, wall of stone, spell resistance[/I] [B]6th (7/day)[/B] — [I]heal, blade barrier, word of recall, undeath to death, heroes’ feast, forbearance, greater dispel magic[/I] [B]7th (7/day)[/B] — [I]resurrection, greater scrying, holy word, greater restoration, sunbeam, regenerate, refuge[/I] [B]8th (6/day)[/B] — [I]mass cure critical wounds, discern location, earthquake, sunburst, shield of law, antimagic field[/I] [B]9th (6/day)[/B] — [I]mass heal, gate, miracle, storm of vengeance, true resurrection, implosion[/I] [B]Domain Powers (Good, Sun, Protection, Glory):[/B][/SIZE] [LIST] [*][SIZE=5][B]Touch of Good (Su):[/B] Grant ally +8 sacred bonus on single roll 8/day.[/SIZE] [*][SIZE=5][B]Nimbus of Light (Su):[/B] Radiant glow as [I]daylight[/I]; doubles vs undead.[/SIZE] [*][SIZE=5][B]Protective Ward (Su):[/B] +8 deflection to AC vs one attack 8/day.[/SIZE] [*][SIZE=5][B]Divine Presence (Su):[/B] Once/day as standard action, creatures within 30 ft. must Will DC 31 or be paralyzed 1 round and shaken thereafter.[/SIZE] [/LIST] [HR][/HR] [HEADING=2][SIZE=5][B]Paladin Spells Prepared (4/4/4/4)[/B][/SIZE][/HEADING] [SIZE=5][B]1st (4/day)[/B] — [I]bless weapon, divine favor, protection from evil, compel hostility[/I] [B]2nd (4/day)[/B] — [I]bull’s strength, resist energy, remove paralysis, lesser restoration[/I] [B]3rd (4/day)[/B] — [I]magic circle against evil, daylight, prayer, cure serious wounds[/I] [B]4th (4/day)[/B] — [I]holy sword, mark of justice, restoration, death ward[/I] [B]Lay on Hands (Su):[/B] 20/day, 10d6 healing or equivalent damage to undead. [B]Smite Evil (Su):[/B] 7/day, doubles damage vs undead/outsiders. [B]Mercies Known:[/B] fatigue, disease, poison, curse, paralysis, blindness. [B]Aura Powers:[/B] Courage, Faith, Righteousness, Justice [B]Domain Powers (Su/Sp)[/B] [I]greater turn undead[/I], [I]sunburst[/I], and [I]protective ward[/I] 1/day.[/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Statistics Str 26, Dex 24, Con 24, Int 18, Wis 26, Cha 28 Base Atk +20; CMB +28; CMD 48 Feats[/B] Cleave, Great Cleave, Improved Critical (bastard sword), Power Attack, Weapon Focus (bastard sword), Toughness, Quick Draw, Critical Focus, Staggering Critical, Leadership, Improved Initiative, Skill Focus (Perception), Weapon Specialization (bastard sword) [B]Skills[/B] Bluff +28, Diplomacy +34, Fly +35, Knowledge (planes) +27, Knowledge (religion) +27, Perception +32, Ride +24, Sense Motive +34, Spellcraft +25, Survival +28, Use Magic Device +24; [B]Racial Modifiers[/B] +4 Perception, +4 Sense Motive, +4 UMD (with Druidlight artifacts) [B]Languages[/B] Celestial, Sylvan, Common, Elven; ghostspeech, truespeech [B]SQ[/B] woodland stride, trackless step, wild empathy, twinsoul bond, fearless, master of arms[/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Ecology Environment[/B] any good-aligned plane or ancient forest [B]Organization[/B] solitary, pair, or vanguard (1 Radiant plus 3–8 Lanternbearers [advanced Druidlights]) [B]Treasure[/B] standard (+6 spirit weapon, radiant plate and shield)[/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Special Abilities Spirit Weapon (Su)[/B] As a move action, a Radiant summons a weapon of pure light treated as a +6 holy brilliant energy weapon of any form they desire; they are always proficient with it. This weapon is an extension of their essence and vanishes if disarmed or dismissed (a free action). All Radiant spirit weapons are considered [I]epic[/I] for the purpose of overcoming damage reduction. [B]Scion of Light (Su)[/B] A Radiant can release a pulse of positive energy as a standard action, healing all allies within 30 ft. for 15d6 hp and simultaneously dealing 15d6 damage to undead and evil outsiders (Ref DC 31 half). Alternatively, they may invert the flow, channeling it as a searing blast of 15d6 damage to all creatures in range (double to undead) and dazzling living foes for 1 round per die of damage. [B]Radiant Aura (Su)[/B] A 30-ft. emanation of sunlight-bright divine light surrounds the Radiant at all times. Allies gain a +4 sacred bonus on saving throws against fear, charms, and compulsions and are immune to being blinded by light effects. Undead take 5d6 positive energy damage each round they remain within the aura. Activating the aura to full brilliance (as a free action) duplicates [I]holy word[/I] once per day. [B]Lightwave (Su)[/B] As a standard action, the Radiant may project a slice like bolt, beam wave or cone of divine luminescence (ranged touch attack +26, 240 ft. line, 120 ft. wave 3 squares thick, or 60 ft. cone) dealing 20d8 points of positive energy damage (Ref DC 31 half). This raw radiant damage cannot heal but ignores hardness and passes through nonmagical barriers. Undead and creatures vulnerable to sunlight take double damage. [B]Barrier Shield (Su)[/B] As an immediate action, 20/day, the Radiant can manifest a hemispherical wall of force 10 ft. high and 20 ft. wide in front of the Radiant. The barrier absorbs up to 200 points of damage (hardness 20). While maintained, the Radiant cannot move but may still attack with spells like Flame Strike that do not require a direct path. The barrier dissipates at the start of the Radiant’s next turn or when destroyed. After the radiant is out of charges he may continue to use this ability every 1d3 rounds thereafter. If the Barrier Shield is destroyed, it uses up all the remaining charges and the Radiant must wait 3 rounds before being able to use this ability again and the ability functions as described as if he is out of charges. [B]Smite Evil (Su)[/B] 7/day, swift action. Adds +Cha to attack, + Radiant’s HD to damage vs evil. Bypasses DR; critical hits against evil outsiders or undead are ×3. [B]Divine Grace (Su)[/B] Adds Charisma bonus to all saving throws. [B]Lay on Hands (Su)[/B] Heals self or allies for 10d6 hp as swift action, or damages undead for same amount. 20/day. [B]Mercies (Su)[/B] Lay on Hands also removes fatigue, poison, disease, curse, paralysis, and blindness. [B]Aura of Courage (Su)[/B] Allies within 30 ft. gain +4 morale bonus vs fear; Radiant is immune. [B]Aura of Faith (Su)[/B] Radiant’s weapons and those of allies within 30 ft. count as good for overcoming DR. [B]Aura of Righteousness (Su)[/B] Radiant gains DR 5/evil and immunity to compulsion; allies within 30 ft. gain +4 sacred bonus vs compulsion. [B]Spontaneous Casting (Ex)[/B] May swap prepared spells for [I]cure[/I] spells. [B]Aura of Justice (Su)[/B] All good or neutral allies within 10 ft. gain the Radiant’s Smite Evil bonus to attack and AC for 1 minute. Activating this is a free action that uses two of the Radiant’s daily smite uses. [B]Twinsoul (Ex)[/B] Each Radiant shares a bond with a powerful creature of light (a good dragon, kirin, or celestial beast). They may telepathically communicate over any distance and can call their Twinsoul as a standard action (appearing within 100 ft.). The Twinsoul acts as a companion with full HD progression and shared saving throws. [B]Kamikaze (Su)[/B] When a Radiant is deperate, dies or is spirited away, they may choose to detonate in a burst of vibrant light and sunfire treated as the[I] Sunburst[/I] spell centered on the Radiant, (Ref DC 31 half). Undead and evil outsiders caught in the blast are automatically blinded and banished if they fail their save by 10 or more, all foes within range of the blast are also affected as if hit by [I]Prismatic Spray. [/I]Using this ability is a full round action or an automatic immediate action used upon death or Spirited Away. Once a Radiant uses this ability, regardless of current hit points, they immediately are Spirited Away as per the ability and are effectively banished and destroyed. [B]Fearless (Ex)[/B] A Radiant is completely immune to fear and compulsion effects. [B]Master of Arms (Ex)[/B] The Radiant gains a +4 competence bonus to attack and AC when wielding any weapon or shield. [B]Wings of Light (Su)[/B] The Radiant’s luminous wings manifest whenever they take flight and may remain visible while on the ground. These grant a fly speed of 90 ft. (perfect) and radiate bright light as [I]daylight[/I] within 30 ft.[/SIZE] [CENTER][SIZE=5][HR][/HR][/SIZE][/CENTER] [SIZE=5][B]Description[/B] Radiants are the paladins of the Druidlight order. Living suns who stand at the forefront of their armies. Their armor is forged of light itself, their swords cut through shadow and sin with equal ease. When they take flight thier wings ignite the sky like the fires of dawn. Each Radiant is a walking sanctuary of hope, sworn to defend the natural world from corruption by sheer force of will. Among the heirarchy of the Druidlights, The Radiants are Generals and Champions. The Light before the storm, and the Storm itself. [B]Combat[/B] Radiants fight as paragons of defense and divine order. On the battlefield they are the anchor point—the radiant fulcrum around which lesser Druidlights and mortal allies rally. Each movement is deliberate, tactical, and weighted with purpose; they never strike in anger, only in protection. When combat begins, a Radiant immediately manifests its Radiant Aura to repel undead and empower allies, assessing the battlefield from its golden vantage. Against powerful foes or area attacks, it conjures its Barrier Shield—a shimmering dome of force—and moves to interpose itself between danger and the vulnerable. While protected within the barrier, the Radiant channels holy spells that do not require a direct path—[I]Flame Strike[/I], [I]Holy Smite[/I], and [I]Sunbeam[/I] are favorites—turning the barrier into both bastion and pulpit, from which divine justice descends in beams of celestial light. Only when the barrier fades does it advance, blade of light drawn, leading the charge with [I]Smite Evil[/I] and Scion of Light to purge what darkness remains. Radiants prefer to lead formations of Druidlights and Lanternbearers, forming radiant phalanxes where each aura overlaps to create concentric sanctuaries of light. In open combat, they coordinate air support from their Twinsoul companions—often silver or gold dragons—who ferry wounded soldiers and rain divine fire upon enemy lines. If the battle turns dire, Radiants call upon [I]Heal[/I] or [I]Mass Cure Critical Wounds[/I] to restore allies before falling back beneath their barrier. Only when defeat is inevitable or retreat impossible will a Radiant willingly trigger its Kamikaze effect, immolating in a sunburst of cleansing fire that blinds and purifies the field. To a Radiant, death is not an end but a transition back to the dawn.[/SIZE] [HEADING=2][SIZE=5][B]Lore[/B][/SIZE][/HEADING] [SIZE=5]Radiants are the zenith of the Druidlight hierarchy—the blazing suns around which all others orbit. Born when a Druidlight’s heart burns so fiercely with conviction that it can no longer dwell within shadow or soil, the Radiant embodies the will of the natural order given armor and purpose. They are the champions of the dawn, protectors of the fragile balance between life and destruction. Where a Reveler brings joy and stirs outrage and a Renewer brings one last mercy, the Radiant brings order through light. Each one is said to have kindled from the ashes of fallen forests, the most nobel of druidlights, or even the very will of stars themselves reborn to ensure that such devastation never comes again. Their presence is a holy conflagration—banishing the undead, purging corruption, and restoring courage to the weary. To worthy mortals, they appear as golden knights descended from the firmament, but among the Druidlights, they are revered as generals, guardians, and arbiters of divine justice. Radiants rarely dwell among mortals, preferring to patrol the liminal spaces between planes—the storm-wreathed peaks, the world’s burning horizons, and the astral borders of the stellar shores. When the balance of creation tilts toward darkness, their arrival heralds deliverance: blinding light spilling across the battlefield, a golden shield rising between the innocent and the abyss. Yet Radiants are not cruel conquerors; they fight only when all other paths have failed. Their every strike is tempered by compassion, their wrath guided by purpose. When they fall, they do not die—they return to the dawn that birthed them, their armor collapsing into motes of light that drift upward like embers seeking the sky. The sun itself remembers their names.[/SIZE] [/QUOTE]
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