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    Jul 2008

    Default Beware of lights not your own, lest you never return home [3.5 Class PEACH]

    Note: The thread name has a typo. This is for 3.5, not 3.0.

    Well, awhile ago I started a thread for a class I came up with called the wisp fire guide. It got some attention but not much. Also it suffered from not having a complete idea of what it should be at first (originally posted it as a PRC and then changed it to a base class). So I've decided to repost it in a more organized way as well as add some PRCs for it. (Also, note that the base class and the PRCs are a work in progress).

    Silver Thread
    Silver thread is a rather rare and coveted material for making magical cloth. It is rare because only wisp fire guides posses the skill to make it, and coveted because it allows better transmission of magical energies through it than normal thread. While on a spool it appears silver, but once woven into another material, it becomes indistinguishable from the other threads matching them in coloration, thickness, and texture until arcane energies pass through it at which point is shines brightly. It is also impossibly fine and has no weight
    To make 10sp worth (or 20') of silver thread requires a DC 14 Craft (weaving) check, 1 sp, at least 1 level of wisp fire guide, and 1 hour.
    If a spellcaster creating a cloth magical item uses Silver Thread equal to 1/25 the item's price, reduce the XP cost by 10%

    Wisp Fire Guide

    Follow me for I will light the way. But be wary lest you find it leads not to this world but the next.
    - Talaris Fae, a Wisp Fire Guide


    Description:
    Spoiler
    Show

    As long as there have been men, there have been those who men will follow where ever they lead. In the case of the wisp fire guides though, the reason is supernatural power and it is almost always regretted. They are those wish to lead without being known, or to kill without confrontation. They are often either simple tricksters or deadly killers.

    Adventures: Wisp fire guides are often able to be convinced to go on adventures. They usually enjoy seeing new places, if only because the people there will be unsuspecting of their devious ways. They also tend to enjoy the wealth that comes with adventuring and the knowledge of new traps that they can make.

    Characteristics: Wisp fire guides are named for their resemblance to will o' wisps when using their abilities and their manner of guiding people to danger. They normally are people who have lived shady lives and have decided to seek a more devious means of getting what they want, delving into supernatural powers to find a way. There are however occasionally those that seek to learn the secrets of the wisp fire guides power coming from arcane a studies into the path. As they grow in power they gain the ability to dominate others and make the follow through dangerous routs despite their better judgment.

    Alignment: Wisp fire guides enter the path more often out of sadistic tendencies or a desire to trick and control others than anything else. As such it is rare to find good or lawful wisp fire guides. Occasionally however there are those who take the path to dispense their own form of justice against those they deem to be in the wrong or to obey evil or corrupt rulers. Most however do it for their own benefit or pleasure.

    Religion: While there is no particular religion followed by wisp fire guides, they most often are found to worship trickster gods or gods of thieves and deception.

    Other Classes: Most other groups tend to highly respect the wisp fire guides. They also tend to hate them. This is expressed well by the common saying "There's no better guide than a wisp fire guide," followed by "if you're looking for a place to die." They are however often found to be useful and if trustworthy, considered an invaluable asset to the party. Rouges and other similar classes (including other wisp fire guides) tend to get along quite well however, and often will work together.

    Role: The wisp fire guide makes a good scout and is also skilled when it comes to ambushes, distractions, and trap making. They are not however particularly skilled in normal spell casting or fighting. They are best at sneaking in or luring away enemies (often to their death).


    Game rules and information
    Spoiler
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    Abilities: Wisdom and Charisma are the two most important abilities to the wisp fire guide. Intelligence is also very important for most of the skills.

    Alignment: Any other than Lawful Good, Neutral Good, and Lawful Neutral.

    Class Skills:
    The wisp fire guide's class skills are Concentration (Con), Craft (gemcutting) (Int), Craft (trapmaking) (Int), Craft (weaving) (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
    Skills Points at Each Level: 6 + Int modifier

    Starting Wealth: 8d4 x 10 (200gp)

    Hit Dice: d6

    Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl 6th lvl 7th lvl
    1st
    +0
    +0
    +2
    +2
    Wisp Light Cloak, Practiced Skills, Wisp Form (Diminutive), Guiding Light, Danger Sense, Trapfinding 3
    2nd
    +1
    +0
    +3
    +3
    Wisp Presence 4
    3rd
    +1
    +1
    +3
    +3
    Focused Light, Hazard spawn 10' 5
    4th
    +2
    +1
    +4
    +4
    Wispfire 1d3, trap sense +1 6 3
    5th
    +2
    +1
    +4
    +4
    Glowing lure (move) 6 4
    6th
    +3
    +2
    +5
    +5
    Wisp Form (Uncatchable), Hazard spawn 15', Wispfire 2d3 7 5
    7th
    +3
    +2
    +5
    +5
    Will o' the Wisp, Piercing Light 7 6 3
    8th
    +4
    +2
    +6
    +6
    Wispfire 3d3, Attune Sight, trap sense +1 8 6 4
    9th
    +4
    +3
    +6
    +6
    Hazard spawn 20' 8 7 5
    10th
    +5
    +3
    +7
    +7
    Wispfire 4d3, Glowing lure (swift) 9 7 6 3
    11th
    +5
    +3
    +7
    +7
    Silver Pocket 9 8 6 4
    12th
    +6/+1
    +4
    +8
    +8
    Hazard spawn 25', Wispfire 5d3, trap sense +1 9 8 7 5
    13th
    +6/+1
    +4
    +8
    +8
    Wisp Form (Fine) 10 9 7 6 3
    14th
    +7/+2
    +4
    +9
    +9
    Wispfire 6d3 10 9 8 6 4
    15th
    +7/+2
    +5
    +9
    +9
    Hazard spawn 30', Glowing lure (immediate) 10 9 8 7 5
    16th
    +8/+3
    +5
    +10
    +10
    Wisp Light Clasps, Wispfire 7d3, trap sense +1 10 10 9 7 6 3
    17th
    +8/+3
    +5
    +10
    +10
    Shadowscape Gems 10 10 9 8 6 4
    18th
    +9/+4
    +6
    +11
    +11
    Hazard spawn 35', Wispfire 8d3 10 10 9 8 7 5
    19th
    +9/+4
    +6
    +11
    +11
    10 10 10 9 7 6 3
    20th
    +10/+5
    +6
    +12
    +12
    Shadowscape Light Clasps, Wisp Form (Untouchable), Hazard spawn 40', Wispfire 9d3, Glowing lure (free), trap sense +1 10 10 10 9 8 6 4

    Weapon Proficiencies: A wisp fire guide is proficient with all simple weapons, light armor, and cloaks.

    Wisp Light Cloak: A wisp fire guide is able to make a wisp light cloak. Doing so requires weaving 5 gold worth of silver thread into a solid black cloak of at least 50 silver pieces in value. This takes a Craft (weaving) check with a DC 16 and 6 hours. If failed the silver thread is ruined but the cloak may be salvaged with a DC 5 Craft (weaving) check and 1 hour. A wisp light cloak is considered a masterwork item but has no enhancements it did not already have.

    Spellcasting: Wisp fire guides are charisma based arcane spellcasters. They know instinctively all the spells on the wisp fire guide spell list. Unlike most arcane casters, all verbal, somatic, focuses, and material components costing less than 500gp are replaced with a focus consisting of an appropriately colored gemstone of sufficient value sewn into their cloak with silver thread. Such gemstones are, like the silver thread, only visible when actively channeling arcane energy. Bonus spells per day are based on their wisdom score.

    A spell can be stored in a gemstone but doing so causes it to count as being one level higher for the purposes of the minimum gemstone value. When in wisp form, a wisp fire guide can only cast spells that they have stored in a gemstone, but doing so causes them to count as a supernatural ability instead of a spell. Stored spells dissipate after a day. The combine spell level of all spells channeled through a gemstone in one day cannot exceed four times the max spell level it can be used for.

    Sewing a gemstone into their cloak is a craft (weaving) check with a DC of 9 + 1 per 50 gold of value and requires silver thread equal to 10 times the DC sp in value. Preparing a gemstone to be woven is a craft (gemcutting) check of DC 8 + 1 per 25 gold of value.

    There is no limit to how many gemstones can be added to a Wisp Light Cloak. However, a wisp fire guide will be unable to use a cloak that has too many gems in it due to it diffusing their power (see next paragraph for how to determine number of gems). All gemstones (along with all silver thread), merge into the cloak becoming unnoticeable. The only exception is that when one is used to cast a spell (not while just storing one), it will glow and be visible showing an intricate pattern focused around the gem.

    A wisp fire guide can have on his cloak one gem of any value. In addition he may have a number of other gems in his cloak based on his current level and the maximum spell level the gem can support.
    Spoiler
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    Numbers across top are the max spell level of the gems
    Class Level 1st 2nd 3rd 4th 5th 6th 7th Any
    1 1 1
    2 1 1
    3 2 1
    4 2 1 1
    5 2 1 1
    6 3 2 1
    7 3 2 1 1
    8 3 2 1 1
    9 4 3 2 1
    10 4 3 2 1 1
    11 4 3 2 1 1
    12 5 4 3 2 1
    13 5 4 3 2 1 1
    14 5 4 3 2 1 1
    15 6 5 4 3 2 1
    16 6 5 4 3 2 1 1
    17 6 5 4 3 2 1 1
    18 7 6 5 4 3 2 1
    19 7 6 5 4 3 2 1 1
    20 7 6 5 4 3 2 1 1



    Removing a gemstone requires a craft (weaving) check with a DC of 4 + 1 per 50 gold of value of the gem. A removed gem is no longer prepared for weaving into the cloak and loses 10 gp of value (this cannot reduce the value below 25 gp).

    Spoiler
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    Minimum gem value per spell level.
    Level Gem Value
    1
    50gold
    2
    100gold
    3
    200gold
    4
    350gold
    5
    550gold
    6
    800gold
    7
    1100gold
    8
    1450gold
    9
    1850gold

    Gem color required:
    [Bk] - black
    [Br] - Brown/Tan
    [Bu] - Blue
    [C] - Clear
    [Gn] - Green
    [Gy] - Gray
    [R] - Red
    [W] - White
    [Y] - yellow

    Wisp Fire Guide Spell List:
    • 1st – Animate Fire*[R], Animate Water* [Bu], Animate Wood*[Gn], Caltrops*[Gy], Cloudburst*[Bu], Cold Fire*[Bu], Entangle[Gn], Faerie Fire[Y], Grease[Y], Net of Shadows*[Bk], Obscuring mist[W], Raging Flame*[R], Silent Image[C], Wall of Smoke*[Gy]
    • 2nd – Body of the Sun*[R], Briar Web*[Gn], Cloud of Bewilderment*[W], Dark Way*[Bk], Darkness[Bk], Earth Lock*[Br], Easy Trail*[Br], Fog Cloud[W], Gitterdust[Y], Gust of Wind[W], Inky Cloud*[Bk], Malevolent Miasma*[Gy], Pyrotechnics[R], Wall of Gloom*[Bk], Wood Shape[Gn]
    • 3rd – Blacklight*[Bk], Contagious Fog*[W], Corona of Cold*[Bu], Crumble*[Gy], Daylight[Y], Deeper Darkness[Bk], Glyph of Warding[C], Holy Storm*[Bu], Nature’s Rampart*[Br], Plant Growth[Gn], Shatterfloor*[C], Sink*[Bu], Sleet Storm[Bu], Snare[Gn], Spike Growth[Gn], Standing Wave*[Bu], Stinking Cloud[W], Vine Mine*[Gn], Wall of Light*[Y], Wind Wall[W]
    • 4th – Black Tentacles[Bk], Blistering Radiance*[Y], Bloodstar*[R], Hallucinatory Terrain*[Br], Illusory Wall[C], Lay of the Land*[Br], Metal Melt*[Gy], Poison Vines*[Gn], Resilient Sphere[C], Solid Fog[W], Spike Stones[Gy], Stone Shape[Gy], Wall of Fire[R], Wall of Ice[Bu], Wall of Sand*[Br]
    • 5th - Blight[Gn], Cold Snap*[Bu], Commune with Nature[Br], Control Winds[W], Doomtide*[Bk], Lucent Lance*[Y], Miasma of Entropy*[Bk], Mind Fog[W], Mirage Arcana[Gy], Moon Path*[C], Passwall[Br], Permanency[C], Persistent Image[C], Shadowfade*[Bk], Shard Storm*[C], Spiritwall*[C], Stone Shape[Gy], Transmute Mud to Rock[Gy], Transmute Rock to Mud[Br], Wall of Fire[R], Wall of Force[C], Wall of Limbs*[Bk], Wall of Stone[Gy], Wall of Thorns[Gn]
    • 6th - Acid Fog[W], Animate Objects[C], Anarchic Storm*[Bu], Anger of the Noonday Sun*[Y], Blade Barrier[C], Control Water[Bu], Find the Path[Br], Fire Seeds[R], Freezing Fog*[W], Greater Glyph of Warding[C], Guards and Wards[Gy], Howling Chain*[Bk], Illusory Pit*[C], Move Earth[Br], Permanent Image[C], Phantasmal Disorientation*[C], Programmed Image[C], Ray of Light*[Y], Tunnel Swallow*[Br], Wall of Iron[Gy], Wall of Gears*[Gy]
    • 7th - Animate Plants[Gn], Control Weather[W], Earthquake[Br], Energy Transformation Field*[Br], Mage's Magnificent Mansion[Gy], Phase Door[Gy], Reverse Gravity[Bk], Sequester[C], Shifting Paths*[Br], Storm Tower*[W], Sunbeam[Y]

    *Spell Compendium


    Practiced Skills (EX): Due to constant practice, wisp fire guides excel at gemcutting and weaving. A wisp fire guide gains a bonus to his Craft (gemcutting) skill equal to his class level, and a bonus to his Craft (weaving) skill equal to half his class level rounded down (minimum 0).

    Wisp Form (Su): A wisp fire guide may wrap their wisp light cloak around themselves as a move action that provokes attacks of opportunity. This transforms them into a floating ball of eerie green or silver flame about the size of a lantern. This is a magical fire that cannot be put out by any means, including a quench spell or similar effect.

    While in Wisp Form a wisp fire guide's size changes to Diminutive. Starting at 13th level, they may choose to become Fine-sized instead when they use this ability, although their outward appearance is unchanged. Changing their size modifies many of the wisp fire guide's statistics, as shown on the following chart. A wisp fire guide of level 6 or higher in Wisp form also gains the benefit of both a freedom of movement and a Pass without Trace effects. At level 20 they gain the incorporeal subtype and traits while in wisp form.

    Note: all items currently carried when changing to wisp form are considered weightless for determining your load.

    Table: Size Modifiers in Wisp Form
    Size Modifier Diminutive Fine
    Armour Class +4 +8
    Attack Rolls +4 +8
    Constitution -2 -2
    Dexterity +6 +8
    Grapple Checks -12 -16
    Hide Checks +12 +16
    Strength -6 -8

    While in Wisp Form the wisp fire guide gains a fly speed equal to their base land speed + 5ft. with perfect maneuverability. However, the maximum height they can fly to is restricted. They may fly no higher than 5ft. + 1ft. per class level above the ground. If they fall a large distance, they can still take damage, but the effective height of the fall is reduced by their maximum flying height. For example, a 5th level wisp fire guide in Wisp Form who drops off a 20ft. high ledge only takes damage as if from a 10ft. drop, since she may fly up to 10ft. off of the ground.

    In addition, they give off light like a torch with a radius of 20' that increases by 5' every third class level. They may douse this light as an immediate action with a Concentration check of 20. They may always take 10 on this check. Every round they must maintain this effect with a swift action and another Concentration check, or they begin to give off light again. While their light is doused, a wisp fire guide is rendered effectively invisible, as if by a greater invisibility spell.

    A wisp fire guide in Wisp Form takes a -10 penalty to Hide checks in dark environments, and may not take any action that requires the use of their hands, legs, or other body parts that they no longer possess, and the only languages they can speak are Auran and Ingan (if they know them). The exception is changing out of wisp form which requires unwrapping their cloak and is a move action that provokes attacks of opportunity.

    Also note, that in the case of races like Illumians (Races of Destiny) and Glimmerfolk (Dragon Magazine #321) which have some form of orbiting body are able to have it merge with or separate from their wisp form as a move action (while merged it is treated as not existing, and while separate it orbits the their wisp form like their normal form). They may choose its starting status upon entering wisp form. Abilities granted by the orbiting bodies that do not require components may be used.

    Guiding Light (Su): While in wisp form without your light doused, you may cause all creatures that can see you feel an urge to follow you. As a standard action you may use guiding light. All creatures (including allies) able to see you must make an opposed wisdom check with you which (you only roll once). They then make will save (DC 10 + Cha modifier + Class Level) to resist following you to which they gain a + 1 bonus for every 3 points they beat you by (minimum 1) on the wisdom check . If they resist they are immune to this ability until you leave their range of sight or leave wisp form. If they fail they are made to follow you. A creature that is following you cannot take any actions except moving toward you unless you are within 5' of them. In addition your speed increases to 5' faster than the fasted creature following you unless your current speed is already faster. You may also use an attack of opportunity to move 5' if any creature gets within 5' of you (this does not use a move action or provoke an attack of opportunity). If a creature following you sees an obvious danger in following you (ie. a cliff you just went over) or witness something startling (a sudden change in scenery, something character or setting specific), they may reattempt their will save to stop following you. They also reattempt their save if damaged by anything, gaining a bonus equal to the damage divided by you wisp fire guide level (rounded up minimum 1). Every number of rounds equal to half your will (rounded down), a follower may reattempt their will save gaining a cumulative +2 bonus each time. If a follower looses sight of the wisp fire guide, they will continue searching for it in the direction they last saw it in for one round after the round they last saw it in. If they do not find it they are free from the effect. In normal visibility, all DC's are reduced by 5.

    Danger Sense (Su): A wisp fire guide in wisp form innately knows where all dangers around him are. At level 1 they can detect the direction (but not distance or nature of) of all traps and hazards (such as drops of over 10', deep enough water to drown in, carnivorous plants, traps, etc.) within 15' of them self. This increases by 10' for each level after the first and by 5' for every point in trap sense they have. It also increases by 5' for every 10 points they have in the appropriate knowledge skill for their current surroundings (see table). If their max distance for the area is over 100', they can tell the exact location of a trap or hazard within 5' of them (this increases by an additional 5' for ever 100' of max distance after the first). Wisp fire guides only maintain the knowledge of where such dangers are while in wisp form.
    Surroundings
    Relevant Knowledge Type
    buildings and man-made structures architecture and engineering
    outdoors geography
    caves and other subterranean dungeoneering
    natural areas nature
    other planes the planes
    Any* local
    *This only grants bonuses up to the highest other bonus you have that is relevant to the area

    Trapfinding (Ex): As per the ability in the players handbook. If they already have trapfinding, they instead gain trap sense +1.

    Wisp Presence (Su): While in wisp form they no longer set off traps. If they move off a cliff or over water, they will not fall until after a number of rounds equal to their class level have passed since leaving purchase. They may still choose to reduce their hight intentionally.

    Focused Light (Su): A third level wisp fire guide may focus their light in wisp form so it may only be seen by a number of creatures equal to half their class level (rounded down). While using this ability, the guiding light ability only effects those creatures they are targeting with this ability. In addition, while focusing light, they may choose whether or not to illuminate their surroundings.

    Hazard Spawn (Su): A third level wisp fire guide in wisp form may cause their surroundings to warp them self into a hazard. As a standard action the wisp fire guide may use craft (trapsmith) to make an area within 10' become hazardous. Every 5' square area after the first increases the DC by 5. The difficulty of any complex trap (Traps that require a kit) is increased by 10 and requires you have a kit for it in your inventory of in range. Simple traps can be made off the table below. All traps spawned using this ability revert to normal 1 round per class level after they become out of the range of the ability (This does not cause harm to those caught in the traps). The DC of crafting the traps is reduced by 2 for each point of trap sense the wisp fire guide has. At levels 6, 9, 12, 15, 18, and 20 the range increases by 5'.
    Hazard
    Terrain
    Base DC
    Modifier 1
    Modifier 2
    Modifier 3
    Modifier 4
    Additional Squares
    Pit Somewhat dry and hard 10 -1 per 3 ranks in Knowledge (geography) outdoors and Knowledge (architecture and engineering) indoors +5 per 10' of depth in solid ground +5 to cover adding +10 to search DC -5 Liquid Filled (in a wet area) +10 Liquid Filled (in a dry area) +3 per 5 DC of first square
    Plants natural 15 -1 per 3 ranks in Knowledge (nature) -5 existing plant life +5 add/enhance thorns, 1d3 damage for entering (stacks) +5 grasping, +5 grapple, attempts to grapple all who enter (stacks) +5 Constricting, deal 1d6 damage to grappled creatures each turn (requires grapple), also deals thorn damage
    +5 Spores, deals 1 damage each round to creatures on square (stacks) + 10 Poison, Thorns and Spores require Fort save (DC 10) or deal 1 Con damage (stacks add 5 to DC) +10 Hidden, plant hidden under ground requiring DC 5 search check (stacks) -5 Wet (requires area be wet and Hidden) (Stacks, only 1 per each hidden) +2 per 5 DC of first square

    Wispfire (Su): At level 4 a wisp fire guide in wisp form can use their wispfire to attack enemies. Doing so is a ranged touch attack and has a range of 5' per 3 levels (rounded down). It deals 1d3 damage per even level (starting at fourth), and they gain an extra d3 of damage at level 20. Upon gaining a d3 of damage, the wisp fire guide may choose to make it cold damage or fire damage. If a wisp fire guide's wispfire deals at least 1d3 cold and at least 1d3 fire damage, then 1d3 of cold and 1d3 of fire are replaced with 1d6 of force damage (this exchange is mandatory). When used against creatures under the influence of the wisp fire guide's guiding light ability, the range is increased by 5', the attack roll gets a +2 bonus, and an additional 1d3 force damage is dealt.

    Trap Sense (Ex): As per the ability in the players handbook.

    Glowing Lure (Su): Starting at 5th level, a wisp fire guide currently affecting at least one creature with guiding light may use guiding light as a move action. At 10th level they may use it as a swift action. At 15th level they may use it as an immediate action. At 20th level they may use it as a free action.

    Will o' the Wisp (Su): At level 7 a wisp fire guide add their will save to the DC to resist their guiding light ability. In addition, creatures currently following the wisp must make an opposed wisdom save with the wisp fire guide to notice obvious dangers, and the DC of checks to break free of following from noticing dangers is increased by 5.

    Piercing Light (Su): At level 7, a wisp fire guide's light can pierce through all non solid physical or clear obstructions. This includes magical darkness, fog, etc. It also is now visible to blind creatures. The wisp fire guide may choose weather it illuminates the surroundings in such conditions.

    Attune Sight (Su): At 8th level, you gain the ability to attune others to your light. You may attune somebody to your wisp light cloak with a five-minute ritual that requires thread worth at least 100 gp and a Craft (weaving) check by you against a DC of 25. If the check fails, the ritual must be redone and the thread is wasted.

    Upon completion, the target of the ritual gains the ability to see normally in the magical darkness or other vision obscuring you generate while in Wisp Form, either though the Wisp Light Clasps class feature, or even a darkness, fog cloud, or similar spell. This even lets them see through deeper darkness generated by any of the same means.

    Silver Pocket (Su): At level 11, a wispfire guide can weave a pocket into his wisp light cloak using 200gp worth of silver thread if he succeeds at a DC 35 Craft (Weaving) Check. The pocket has enough space for 1 small item, and the wisp fire guide can have 1 pocket per 5 class levels rounded down. Per 5 points added to the DC, the pocket may hold an additional item. If the check fails, only the silver thread is ruined. Any items stored in these pockets have their weight reduced by 50%, and a wearer in wisp form may access the items or, by touching a tiny item, “will” the items into these pockets (if there is enough space). Removing a pocket from the cloak takes a Craft (weaving) check DC 20 + 2 per additional item of space. If failed, though the pocket is removed the cloak is damaged (prohibiting the wisp fire guide from using class abilities with the cloak) and you take 2d4 fire or cold damage or 1d8 force damage depending on what the highest damage type of their wisp fire ability is. To repair the cloak the wispfire guide must succeed a Craft (Weaving) check with a DC equal to twice what you failed by and using (Repair DC times 5) sp worth of silver thread.

    Wisp Light Clasps (Su): A wisp fire guide of at least level 16 has the ability to make wisp light clasps. Wisp light clasps require a gemstone of the appropriate color of at least 1250gp in value and 10gp worth of silver thread. The gem must be prepared taking a DC 52 craft (gemcutting) check. It must then be woven into the silver thread requiring a DC 40 craft (weaving) check. Up to two clasps may be attached to the wisp light cloak at any time. Wisp light clasps allow the wisp fire guide to cast special light when in wisp form. They all have an area of effect centered on the wisp fire guide with a radius equal to their light's illumination distance. Attaching or removing a clasp requires a full round action. When a clasp is attached, upon entering wisp form the wisp fire guide has the option of activating its abilities. If two clasps are attached they may activate both at once. To deactivate a clasp, the wisp fire guide must leave wisp form. The types of wisp light clasps are split among three categories and their effects are as follows:
    Obscuring
    Spoiler
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    • [Bk] Dark Light: By using a black gemstone to make the clasp, the wisp fire guide may make a Dark Light clasp. When used they may become a dark light wisp. A dark light wisp illuminates their surroundings as if it were the deeper darkness spell, though they still look to be casting normal light (as in you see them as if they were in their regular form in the middle of a deeper darkness spell).
    • [W] Fog Light: By using a white gemstone to make the clasp, the wisp fire guide may make a Fog Light clasp. When used they may become a fog light wisp. A fog light wisp illuminates the surrounding area with a light that causes fog to accumulate. The illuminated area is affected as if with a fog cloud spell. If this fog is blown away it reforms in 1d3 rounds.
    • [C] Deluding Light: By using a clear gemstone to make the clasp, the wisp fire guide may make a Deluding Light clasp. When used they may become a deluding light wisp. A deluding light wisp illuminates the surrounding area with a shifting and wavering light. All who enter are affected as with the phantasmal disorientation* spell. This distortion may also be observed by those outside the area as the terrain within the light seeming to shift and change randomly. Those who enter are able to make a will save each time as normal to negate the effects though they still see the illusion.
    *Spell Compendium

    Hazardous
    Spoiler
    Show

    • [Bu] Cold Light: By using a blue gemstone to make the clasp, the wisp fire guide may make a Cold Light clasp. When used they may become a cold light wisp. A cold light wisp illuminates the surrounding area with a strangely cold light. This causes the area to be effected as if by the cold snap* spell as if cast at half the wisp light guide's class level. It also causes all non magical water it illuminates to freeze.
    • [R] Bloodstar Light: By using a red gemstone to make the clasp, the wisp fire guide may make a Bloodstar Light clasp. When used they may become a deluding light wisp. A bloodstar light wisp illuminates the surrounding area with a ruby light. This light is like that of a bloodstar created by the bloodstar* spell and has the same effects with the exception of it's radius of illumination is equal to yours and it affects creatures initially designated as within half that distance from you (rounded down to the nearest 5') instead of withing 10' of you.
    • [Y] Dazzling Light: By using a yellow gemstone to make the clasp, the wisp fire guide may make a Dazzling Light clasp. When used they may become a dazzling light wisp. A dazzling light wisp illuminates the surrounding area with a bright confusing light that makes it difficult to distinguish friend from foe. All who are illuminated are affected as with the confusion spell (with a will save) with the exception of that the behavior caused by the confusion is always to attack nearest creature. Every 3 rounds all creatures within the light must reattempt the save. Leaving the illuminated ares immediately ends the effect.
    *Spell Compendium

    Guiding
    Spoiler
    Show

    • [Gn] Forest Light: By using a green gemstone to make the clasp, the wisp fire guide may make a Forrest Light clasp. When used they may become a forest light wisp. A forest light wisp illuminates the surrounding area with a soft light seems to deaden the sound of movement. All those illuminated are treaded as if under the effect of the pass without trace spell.
    • [Br] Path Light: By using a brown gemstone to make the clasp, the wisp fire guide may make a Path Light clasp. When used they may become a path light wisp. A path light wisp illuminates the surrounding area with a subtle light seems always illuminate the way to its source. As long as a creature is illuminated by this light, it finds a clear path leading to you. If there is not a path, then a path forms only for that creature as if made by the easy path spell. If there is a deep trench or chasm in the way, a bridge forms across it as if from the dark way spell. All path and bridges vanish as soon as they are past or they (or the creature) leave your light.
    • [Gy] Tunnel Light: By using a grey gemstone to make the clasp, the wisp fire guide may make a Tunnel Light clasp. When used they may become a tunnel light wisp. A tunnel light wisp illuminates the surrounding area with an odd light that shines through solid objects. This light shines through solid wood, plaster, and stone. Creatures that perceive it find a path through obstructions (those made of wood, plaster, or stone no thicker than 15') leading to the wisp fire guide as if created by the passwall spell except only they can use it. If the light ceases to shine on a tunnel it made, it is treated as if the tunnel swallow* spell is cast on the tunnel before the passwall is dispelled.
    *Spell Compendium



    Shadowscape Gems (Su): At level 17, a wisp fire guide can weave 5 black gemstones into his wisp light cloak allowing him to cast Shadow Landscape* as a supernatural ability once per week. Doing so requires 5 black gemstones of at least 2000gp in value. Each must be prepared requiring a craft (gemcutting) check of DC 50. Failure makes the gem unusable for this ability though it can still be prepared for normal spellcasting. Once a gem is prepared, 6 gp worth or silver thread must be used to weave it into the wisp light cloak requiring a DC 40 craft (weaving) check. Failure renders the silver thread useless but has no other negative effects. Once all 5 gemstones are set in the wisp light cloak, 10gp of silver thread is required to link them requiring a DC 45 craft (weaving) check.
    *Spell Compendium


    Shadowscape Light Clasps (Su): A wisp fire guide of level 20 or higher can make a pair of clasp of 9 black gemstones to their wisp light cloak allowing them to enter shadowscape light wisp form. When in shadowscape light wisp form, all illuminated by their light is affected as if by the Shadow Landscape* spell with the exception of that they cannot appoint guardians. To make the clasp required 9 black gemstones, one of which must be of at least 2500gp in value, the other 8 of at least 1800gp in value apiece. Preparing the 2500gp gemstone takes a combine craft (gemcutting) and craft (weaving) check of DC 100 and requires 15gp worth of silver thread. Failure damages the stone beyond repair. Preparing to other 8 black gemstones requires a craft (gemcutting) check of DC 60. After all that is done the 8 1800gp gemstones must be set with a craft (weaving) check of DC 50 requiring 10gp worth of silver thread. If this is failed then the clasp must be salvaged with a DC 45 craft (weaving) check requiring 5gp worth of silver thread after which you must still set the gemstone. If that is failed the whole thing must be start over though the 1800gp gemstones can be salvaged (the 2500gp one is ruined). Because Shadowscape Light Clasps is a pair of clasps instead of a single one, it can not be worn with any other clasps. If only one of the pair is used it has no effect. Each of the clasps in the pair is treated as its own clasp for the purposes of attaching and removing it.
    *Spell Compendium


    Planned PRCs are a yet unnamed one that focuses on generating hazards and setting traps and the Crystal Flame (which can imbue gemstones to use its guiding light ability among other things and set them in places, enabling and disabling them to confuse enemies).

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    Last edited by Owrtho; 2017-06-19 at 10:10 AM.
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    A feat for wisp fire guides (wording could use work):
    Refined Focus
    You are able to use higher quality gems you put on your cloak at the cost of number.
    Prerequisite: Wisp Light Cloak
    Benefits: You may, in exchange for not using a number of less valuable gems, have a more valuable gem on your wisp light cloak provided it's value is less than the highest value the other gems could be. You may not give up the gem of an value for this.
    Example: a level 4 wisp fire guide with this feat could have 1 gem of any value, and 1 of a value that can cast up to level 4 spells, or 1 of any value, 1 of value that can cast up to level 3 spells and one able to cast level 1 spells, or 1 of any value and two of a value capable of casting up to level 2 spells, or 1 of any value and 1 of a value capable of casting up to level 2 spells and 2 capable of casting only level 1 spells.
    Normal: You can only substitute higher value gems with a single gem of lesser value.

    Spectral Flame

    Spoiler
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    Sometimes keeping your distance isn't any fun. Thats when you charge in and burn them yourself.
    Kaldrid Felam - Fire oriented Spectral Flame


    Sometimes a Wisp Fire guide tires of keeping their distance and leading others to danger. Some yearn for a more interactive combat. And some just like the idea of turning themselves into an explosive ball of destructive energy hurling at their opponent at speeds in excess of 50 mph. It is such as those who take the path of a spectral flame, which focuses on using the fire that makes up their wisp form to harm the enemies. This tends to be done in a somewhat close combat form, which can bode ill for those unable to resist the attraction of their Guiding Light ability.

    Requirements:
    ‣Abilities: Wispfire at least 2d3 or 1d6 damage, Wisp Form
    ‣Skills: Craft (gemcutting) 8 ranks, Craft (weaving) 8 ranks,
    ‣Spells: Must be able to case at least one spell of the Fire, Cold, or Force subtypes.
    ‣Special: The spell subtype must match their dominant Wispfire damage type. A supernatural or spell-like ability that acts as spell of the appropriate type can replace the spell.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +0
    +0
    +2
    +2
    Energy Orientation, Wispfire +1d3, Energy Flame (1d4 and severe) +1 level of existing arcane spellcasting class
    2nd
    +1
    +0
    +3
    +3
    Energy Burst
    3rd
    +2
    +1
    +3
    +3
    Wispfire +2d3, Energy Flame(2d4 and extreme), Spreadfire, Energy Ball +1 level of existing arcane spellcasting class
    4th
    +3
    +1
    +4
    +4
    Wispfire +3d3
    5th
    +3
    +1
    +4
    +4
    Energy Wall +1 level of existing arcane spellcasting class
    6th
    +4
    +2
    +5
    +5
    Wispfire +4d3, Energy Flame(3d4)
    7th
    +5
    +2
    +5
    +5
    Wispfire +5d3 +1 level of existing arcane spellcasting class
    8th
    +6/+1
    +2
    +6
    +6
    9th
    +6/+1
    +3
    +6
    +6
    Wispfire +6d3, Energy Flame(4d4) +1 level of existing arcane spellcasting class
    10th
    +7/+2
    +3
    +7
    +7
    Wispfire +7d3, Energy Flame(5d4 an 1 per round) +1 level of existing arcane spellcasting class

    Energy Orientation (Su): Upon taking their first level as a spectral flame, a character gains an energy orientation based on the dominant energy type of their Wispfire ability. The dominant energy type is determined by which they have the most die of damage in (in the case of force 1d6 is worth 2d3 for determining dominant energy type). Once the type is chosen it cannot be changed and if they ever end up with a different dominant energy type they lose all class abilities of this class (excluding wispfire damage die) until it changed back. In addition, if their dominant energy type is Force, all 1d6 force dies of wispfire damage are changed to 2d3 die of force damage.

    Wispfire (Su): Like a wisp fire guide a spectral flame continues to increase the amount of damage done by their wispfire ability. However, they may only choose die of their energy orientation and may also gain 1d3 die of force damage (instead of having to gain a die of cold and a die of fire damage). In addition the maximum range of their wispfire ability increases by 5 feet at every even level.

    Energy Flame (Su): When in wisp form, a spectral flame may choose to enter one of three forms based on the orientation (Burning Flame [Fire], Coldfire Flame [Cold], Haunting Flame [Force]) as a swift action. When in this form Creatures that make contact with them will take 1d4 damage a round as long as they remain in contact of their oriented type. This damage increases by an additional 1d4 every third level and again at level 10. They also produce enough of their chosen energy that creatures within 10 feet are treated as if in an area of severe cold or heat (DMG 302 and 303. In the case of force treat it as severe heat, but with an automatic -4 penalty to the save instead of the -4 penalty for heavy clothing). This range increases by 5 feet every at every even level.
    At level 3 Creatures within 5 feet are treated as if in extreme temperatures instead of severe. This range increases to 10 feet at level 6 and 15 feet at level 9.
    At level 10 creatures within 5 feet will take 1 damage of the oriented type a round. While using this ability they have resistance to their oriented type of damage equal to twice their class level.
    Effects of this form do not occur if the spectral flame has his light doused.

    Energy Burst (Su): When using their energy flame ability, using two move actions a spectral flame of at least second level may release a burst of energy dealing damage of the oriented type equal to the damage dealt by making contact with them to all creatures within 5 feet. This range increases to 10 feet at level 5 and 15 feet at level 10. Creatures may make a reflex save (DC 13 + class level) for half damage (rounded down).
    This ability may not be used if the spectral flame has his light doused.

    Spreadfire (Su): At third level a spectral flame can divide their die of wispfire damage among multiple targets in range up to their maximum number of damage die. Each target must be dealt at least die of damage. The spectral flame must succeed on a separate ranged touch attack against each target.

    Energy Ball (Su): At third level a spectral flame gains the ability to hurl them self at a location with explosive force. Once per day per 2 class levels, a spectral flame using its energy flame ability may propel itself up to 10 feet per level in a strait line (must move a minimum of 30 feet) to explode upon impact dealing 1d8 damage of the oriented type per class level to all creatures within 10 ft. This increases to 15 feet at level 4 and by an additional 5 feet every even level after that.
    This ability may not be used if the spectral flame has his light doused.

    Energy Wall (Su): At fifth level a spectral flame using their energy flame ability can as a standard action create a circular wall around them self with a radius of up to 15 feet of the oriented energy type once per day per to class levels. These walls act like their respective wall spells with character level as the caster level where it is concerned (Cold - Wall of Ice, Fire - Wall of Fire, Force - Wall of Force). This wall cannot be disrupted in its creation (as the wall of ice can if things are in the way). Each round after it is cast requires a swift action to maintain the wall. And damage done to the wall is healed when this happens. A wall can be maintained for a number of rounds up to twice the spectral flames class level. If a wall if not maintained it immediately begins to dissipate. The maximum radius of the wall increases by 5 feet at sixth level and by an additional 5 feet every even level thereafter. A spectral flame may choose as a swift action to use this ability upon using their Energy Ball ability at the loss of their standard action next round.
    This ability may not be used if the spectral flame has his light doused.


    Tenebrous Wisp

    Spoiler
    Show

    First, I'll note that this PRC requires levels in Lord_Gareth's Harrowed base class, which requires that it be taken at first level.

    It is always a pleasure when the monster leaves the dark recesses of my mind to prowl around in someone else's.
    Nathan - A Tenebrous Wisp and a Harrowed


    Some Harrowed find that the best way to keep the monster within under control is to keep it amused while traveling. They have been known to turn to the ways of the wisp fire guide to do so. Using the a wisp fire guides abilities to lead people astray and into harms way, they keep the monster within happy as they travel, usually searching for knowledge and clues about their past.

    Requirements:
    ‣Abilities: Wisp Form, Wispfire, The Monster Within*, Tenebrous Touch 2d6 or 2d4*
    ‣Harrowings*: Nightmare Mind, Shadowed Soul
    ‣Feats: Dark Deal*
    ‣Skills: Craft (gemcutting) 7 ranks, Craft (weaving) 7 ranks, Gather Information 9 ranks
    ‣Special:
    *These can be found here with the Harrowed base class.

    Hit Dice: d6

    Class Skills: As wisp fire guide.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +0
    +0
    +0
    +2
    Tenebrous Flame, Monsters Humor, Tenebrous Touch +1d6, Harrowing
    2nd
    +1
    +0
    +0
    +3
    The Monster's Instinct
    3rd
    +2
    +1
    +1
    +3
    Harrowing +1 level of existing arcane spellcasting class
    4th
    +3
    +1
    +1
    +4
    Tenebrous Touch +2d6, The Monster's Visage
    5th
    +3
    +1
    +1
    +4
    Harrowing
    6th
    +4
    +2
    +2
    +5
    The Monster's Phantasm +1 level of existing arcane spellcasting class
    7th
    +5
    +2
    +2
    +5
    Tenebrous Touch +3d6, Harrowing
    8th
    +6/+1
    +2
    +2
    +6
    Tenebrous Light
    9th
    +6/+1
    +3
    +3
    +6
    Harrowing +1 level of existing arcane spellcasting class
    10th
    +7/+2
    +3
    +3
    +7
    Tenebrous Touch +4d6, The Monster's Hunt

    Tenebrous Flames (Ex): The energies of a Tenebrous Wisp's monster taint the flames of its wisp form. All die of Wispfire from any class (and any you might gain from later classes), are converted into die of your Tenebrous Touch ability (each d6 of force counts as 2 die of tenebrous touch). They still count as wispfire die for the sake of requirements as do your tenebrous touch die. In addition, any ability (such as those of the Spectral Flame), that determines its energy type from your wispfire ability instead uses the energy type of your tenebrous touch (other effects are still based on what your wispfire type would be if not for this ability). Your flames in wisp form also change to match the color of your tenebrous touch and you may use your tenebrous touch in wisp form. Your Tenebrous Wisp and Wisp fire guide levels stack for determining your wisp form's traits.

    Monster's Humor (Ex): Whenever you use your guiding light ability to lead something (or a group) astray or to harm, it counts as a chaotic or evil act for the sake of the Dark Deal feat. What extent is required to count as this is under DM purview.

    Tenebrous Touch (Su): At first level, and every 3 levels thereafter the Tenebrous Wisp's tenebrous touch deals an additional 1d6 of damage (if they have Indomitable Will or Screaming Hatred it is a 1d4. Requirements that count the d6 of tenebrous touch count the d4's as d6s). This is the same as the Harrowed ability of the same name. Your Tenebrous Wisp and Harrowed levels stack for determining the traits of your tenebrous touch (other than number of damage die), as well as the effect of your monster within ability.

    Harrowings: At first level, and again every two levels thereafter, the Tenebrous Wisp chooses a Harrowing from the list presented in the Harrowed thread; once made, this choice cannot be altered - any given Tenebrous Wisp's Harrowings are theirs for life.

    The Monster's Instinct (Ex): At second level the monster within the Tenebrous Wisp gets the hang of how you lure others in wisp form and starts whispering some advice. When using your guiding light ability, you also add your Harrowed level and double your Tenebrous Wisp level to the DC to resist.

    The Monster's Visage (Su): At fourth level, a Tenebrous Wisp may project the presence of the monster within to all creatures following it under the effects of their guiding light ability. All creatures following the Tenebrous Wisp must make a will save (DC 15 + 2 per class level + 1 per harrowed level) or become shaken (or the next step in the fear tree if they already are). For every 5 points they failed their save by the state of their fear is increased an additional increment. Their fear comes from the impression that the monster within is stalking them just out of sight and if they are at least frightened they will flea blindly toward the perceived safety of your light ignoring all other hazards. If they loose sight of your light they will behave as normal for the level of fear they are under. The fear lasts 2 rounds per class level before lowering to the next step (where it will again last 2 rounds per class level). This ability is a standard action that provokes a Will save vs the monster within (See The Monster Within class ability here).

    The Monster's Phantasm (Su): Upon attaining their sixth level, a Tenebrous Wisp may, as a standard action, select a single target who has succumbed to their guiding light ability and create a phantasmal version of the monster within to assault them. This acts as the phantasmal killer spell (caster level equal to your combine harrowed and tenebrous wisp levels), except for the following. The form of the phantasm is always that of the monster within. If they succeed on the fortitude save, they take your tenebrous touch damage instead of the normal 3d6. The phantasm cannot be turned against you. This ability provokes a Will save vs the monster within (See The Monster Within class ability here). If they succeed in disbelieving the phantasm however, you receive a -5 penalty on your Will save vs the monster. After use, this ability cannot be used again for another 1d6 rounds.

    Tenebrous Light (Su): Upon attaining their eighth level, a Tenebrous Wisp may, as a full round action, infuse the light they give off in wisp form with their tenebrous energy. This causes them to make a tenebrous touch attack against all creatures touched by their light. However, the damage dealt by these attacks is quartered due to being diffused over such a large space. This ability provokes a Will save vs the monster within (See The Monster Within class ability here).

    The Monster's Hunt (Su): Upon attaining their tenth level, a Tenebrous Wisp may, as a full round action, effect all who has succumbed to their guiding light ability with a phantasmal version of the monster within. This acts as the Weird spell (caster level equal to your combine harrowed and tenebrous wisp levels), except for the following. Only a single phantasm forms that attacks all the targets. The is phantasm's form is always that of the monster within. If they succeed on the fortitude save, they take your tenebrous touch damage instead of the normal 3d6. The phantasm cannot be turned against you. This ability provokes a Will save vs the monster within (See The Monster Within class ability here). For each target that succeeds in disbelieving the phantasm however, you receive a -5 penalty on your Will save vs the monster. This ability may only be used once per encounter.


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    Last edited by Owrtho; 2017-06-19 at 10:09 AM.
    Tables
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Shadowmental Wisp

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    First, I'll note that this PRC requires levels in Lord_Gareth's original Harrowed base class, which requires that it be taken at first level. If you wish to use the current rendition of the Harrowed, see the Tenebrous Wisp above

    Sometimes the best way to to get what you want from a beast is to keep it amused.
    Dorrin - A Shadowmental Wisp and a Harrowed


    Some Harrowed find that the best way to keep the monster within under control is to keep it amused while traveling. They have been known to turn to the ways of the wisp fire guide to do so. Using the a wisp fire guides abilities to lead people astray and into harms way, they keep the monster within happy as they travel, usually searching for knowledge and clues about their past.

    Requirements:
    ‣Abilities: Wisp Form, Wispfire, The Monster Within*, Shadowmental Touch 2d6 or 2d4*
    ‣Feats: Contract with the Beast*, Pact of Trickery*
    ‣Skills: Craft (gemcutting) 7 ranks, Craft (weaving) 7 ranks, Gather Information 9 ranks
    ‣Special:
    *These can be found here with the Harrowed base class.

    Hit Dice: d6

    Class Skills: As wisp fire guide.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +0
    +0
    +0
    +2
    Shadowmental Flame, Monsters Humor, Shadowmental Touch +1d6
    2nd
    +1
    +0
    +0
    +3
    The Monster's Instinct
    3rd
    +2
    +1
    +1
    +3
    Shadowmental Touch +2d6 +1 level of existing arcane spellcasting class
    4th
    +3
    +1
    +1
    +4
    The Monster's Visage
    5th
    +3
    +1
    +1
    +4
    Shadowmental Touch +3d6
    6th
    +4
    +2
    +2
    +5
    The Monster's Phantasm +1 level of existing arcane spellcasting class
    7th
    +5
    +2
    +2
    +5
    Shadowmental Touch +4d6
    8th
    +6/+1
    +2
    +2
    +6
    Shadowmental Light
    9th
    +6/+1
    +3
    +3
    +6
    Shadowmental Touch +5d6 +1 level of existing arcane spellcasting class
    10th
    +7/+2
    +3
    +3
    +7
    The Monster's Hunt

    Shadowmental Flames (Ex): The energies of a Shadowmental Wisps monster taint the flames of its wisp form. All die of Wispfire from any class (and any you might gain from later classes), are converted into die of your Shadowmental Touch ability (each d6 of force counts as 2 die of shadowmental touch). They still count as wispfire die for the sake of requirements as do your shadowmental touch die. In addition, any ability (such as those of the Spectral Flame), that determines its energy type from your wispfire ability instead uses the energy type of your shadowmental touch (other effects are still based on what your wispfire type would be if not for this ability). Your flames in wisp form also change to match the color of your shadowmental touch and you may use your shadowmental touch in wisp form. Your Shadowmental Wisp and Wisp fire guide levels stack for determining your wisp form's traits.

    Monster's Humor (Ex): Whenever you use your guiding light ability to lead something (or a group) astray or to harm, it counts as a prank for the sake of the Pact of Trickery feat. What extent is required to count as this is under DM purview.

    Shadowmental Touch (Su): At every odd level the Shadowmental Wisp's shadowmental touch deals an additional 1d6 of damage (if they have Crushing Will it is a 1d4. Requirements that count the d6 of shadowmental touch count the d4's as d6s). This is the same as the Harrowed ability of the same name. Your Shadowmental Wisp and Harrowed levels stack for determining the traits of your shadowmental touch (other than number of damage die), as well as the effect of your monster within ability.

    The Monster's Instinct (Ex): At second level the monster within the Shadowmental Wisp gets the hang of how you lure others in wisp form and starts whispering some advice. When using your guiding light ability, you also add your Harrowed level and double your Shadowmental Wisp level to the DC to resist.

    The Monster's Visage (Su): At fourth level, a Shadowmental Wisp may project the presence of the monster within to all creatures following it under the effects of their guiding light ability. All creatures following the Shadowmental Wisp must make a will save (DC 15 + 2 per class level + 1 per harrowed level) or become shaken (or the next step in the fear tree if they already are). For every 5 points they failed their save by the state of their fear is increased an additional increment. Their fear comes from the impression that the monster within is stalking them just out of sight and if they are at least frightened they will flea blindly toward the perceived safety of your light ignoring all other hazards. If they loose sight of your light they will behave as normal for the level of fear they are under. The fear lasts 2 rounds per class level before lowering to the next step (where it will again last 2 rounds per class level). This ability is a standard action that provokes a Will save vs the monster within (See The Monster Within class ability here).

    The Monster's Phantasm (Su): Upon attaining their sixth level, a Shadowmental Wisp may, as a standard action, select a single target who has succumbed to their guiding light ability and create a phantasmal version of the monster within to assault them. This acts as the phantasmal killer spell (caster level equal to your combine harrowed and shadowmental wisp levels), except for the following. The form of the phantasm is always that of the monster within. If they succeed on the fortitude save, they take your shadowmental touch damage instead of the normal 3d6. The phantasm cannot be turned against you. This ability provokes a Will save vs the monster within (See The Monster Within class ability here). If they succeed in disbelieving the phantasm however, you receive a -5 penalty on your Will save vs the monster. After use, this ability cannot be used again for another 1d6 rounds.

    Shadowmental Light (Su): Upon attaining their eighth level, a Shadowmental Wisp may, as a full round action, infuse the light they give off in wisp form with their shadowmental energy. This causes them to make a shadowmental touch attack against all creatures touched by their light. However, the damage dealt by these attacks is quartered due to being diffused over such a large space. This ability provokes a Will save vs the monster within (See The Monster Within class ability here).

    The Monster's Hunt (Su): Upon attaining their tenth level, a Shadowmental Wisp may, as a full round action, effect all who has succumbed to their guiding light ability with a phantasmal version of the monster within. This acts as the Weird spell (caster level equal to your combine harrowed and shadowmental wisp levels), except for the following. Only a single phantasm forms that attacks all the targets. The is phantasm's form is always that of the monster within. If they succeed on the fortitude save, they take your shadowmental touch damage instead of the normal 3d6. The phantasm cannot be turned against you. This ability provokes a Will save vs the monster within (See The Monster Within class ability here). For each target that succeeds in disbelieving the phantasm however, you receive a -5 penalty on your Will save vs the monster. This ability may only be used once per encounter.


    Planar Beacon

    Spoiler
    Show

    Why bother bother hunting out hazards when you can let the plane do the work for you?
    An unknown Planar Beacon


    Some wisp fire guides, upon noting that creatures are often adversely effected by the environment of planes other tan their own, have taken to studying travel between the planes. They are often of the mind that it is more effective to open a portal to a hazardous plane and lead opponents there than to find minor hazards on their home plane. However, due to most planes being rather clearly different, planar beacons must work using illusions to hide the fact that they are crossing into another plane, lest the change jolt their prey free of the effects of their guiding light.

    Requirements:
    ‣Abilities: Wisp Form
    ‣Skills: Craft (gemcutting) 8 ranks, Craft (weaving) 8 ranks, Knowledge (the planes) 8 ranks
    ‣Spells: Must know Hallucinatory Terrain.
    ‣Special: Must have the ability to travel between at least 2 planes

    Hit Dice: d6

    Class Skills: As wisp fire guide.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +0
    +0
    +2
    +2
    Planar Guidepost, Planar Protection, Wisp +1 level of existing arcane spellcasting class
    2nd
    +1
    +0
    +3
    +3
    Wispfire +1d3, Softened Edges +1 level of existing arcane spellcasting class
    3rd
    +1
    +1
    +3
    +3
    Adaptive Flame +1 level of existing arcane spellcasting class
    4th
    +2
    +1
    +4
    +4
    Wispfire +2d3, Adaptive Hazards +1 level of existing arcane spellcasting class
    5th
    +2
    +1
    +4
    +4
    Sheltering Light +1 level of existing arcane spellcasting class
    6th
    +3
    +2
    +5
    +5
    Wispfire +3d3 +1 level of existing arcane spellcasting class
    7th
    +3
    +2
    +5
    +5
    Disguise Plane +1 level of existing arcane spellcasting class
    8th
    +4
    +2
    +6
    +6
    Wispfire +4d3 +1 level of existing arcane spellcasting class
    9th
    +4
    +3
    +6
    +6
    Enhancing Light +1 level of existing arcane spellcasting class
    10th
    +5
    +3
    +7
    +7
    Wispfire +5d3, Planar Protection, Multipass +1 level of existing arcane spellcasting class

    Planar Guidepost (Su): A Planar Beacon may use a grey or black gemstone of at least 700 gp in value to create a guidepost to a plane they have been to. This gemstone must be prepared sewn into their robe as per the gemstones used for a wisp fire guides spell casting, however it may never be used to channel spells. After preparing it they must go to the plane they wish it to be a guidepost for and preform a ritual lasting 5 minutes and requiring a DC 30 spellcraft check (there are no penalties for failure) to anchor it. Once anchored, a guidepost may never be changed (though the planar beacon may choose to destroy it). A planar beacon may only have a number of such gemstones equal to their class level. Once per 2 days, the planar beacon may use the gemstone to open a portal between their current plane and the plane it is anchored to at the location it was anchored (each guidepost counts individually). This portal may be 10 square feet per class level and may be maintained as long as the planar beacon is conscious. If attacked it requires a concentration check to maintain. Portals may be closed any time as an immediate action.
    These gemstones do not count toward the total number of gemstones a Planar Beacon may have woven into his cloak for casting spells.

    Planar Protection (Ex): While in wisp form, a planar beacon is immune to adverse conditions of any plane they have a guidepost to. At level 10 this changes to any plane.

    Wisp (Ex): Your Planar Beacon and Wisp Fire Guide levels stack for the sake of your wisp form and guiding light abilities.

    Wispfire (Su): As per the ability of the same name of the Wisp Fire Guide.

    Softened Edges (Ex): At second level a Planar Beacon becomes more skilled at disguising portals between planes. All portals between planes made by a Planar Beacon require a search check to notice (DC 10 + 2 per class level, at 7th level it changes to DC 10 + 4 per class level).

    Adaptive Flame (Ex): At third level a Planar Beacon can draw on the energies of the plane that are currently in. If the plane has an energy type, the planar beacon may replace the energy type of their wispfire with the planes energy type for as long as they remain on that plane.

    Adaptive Hazards (Ex): Starting at fourth level, by adding 2 to the DC of the hazard spawn ability from the wisp fire guide, a planar beacon may imbue the hazard with an energy type that the plane they are spawning it in has. This causes damage dealt by the trap to be of that energy type.

    Sheltering Light (Ex): At fifth level a planar beacon may extend its Planar Protection to all within its light. Turning this ability on or off requires a swift action.

    Disguise Plane (Su): At seventh level a Planar beacon becomes adept at making one plane look like an other. When in wisp form a planar beacon may choose to give off a deceiving light. This light causes all creatures with in it to see the illusion of whatever plane they are in a being the plane of the planar beacons choice (the choices are limited to planes that the planar beacon has guideposts to or currently has a portal open to). A search check can be used to determine that an illusion is being used to disguise the plane (DC 15 + 2 per class level), though a further search check is required to determine what the actual features are (DC 20 + 4 per class level). Turning this ability on or off requires a swift action.

    Enhancing Light (Su): At ninth level, a planar beacon in wisp form may give off a light that enhances the properties of the plane they are currently in. When giving off this light, all damage of an energy type the plane has dealt within the light is doubled. Also all adverse conditions of the plane deal double damage. Turning this ability on or off requires a swift action.

    Multipass (Ex): At tenth level there is no limit to the number of guideposts a planar beacon can have.


    Ranpu by Bhu (Also requires his Cat Burglar base class)

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    So then, I take it there isn't too much interest in this? I would like some suggestions on improving both the base class and the PRC (or even suggestions for a new PRC, though I'd preffer to finnish the first one first).

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Well, I finally put up the first form of the planar beacon. This prc focuses of travel between planes and using the natural elements of the planes to do in its opponents (also on keeping the opponents from realizing they even left they're home plane). That said, it likely needs a lot of work and a capstone (I'm thinking about maybe giving them the ability to have as many guideposts at they want for the capstone). Suggestions are welcome for all classes in this thread (for example I have yet to get feedback for the Spectral Flame).

    Edit: Also, I just noticed that the thread title has a typo. This is for 3.5, not 3.0 (unfortunately it seems to late to change it).

    Thank you,
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Nice one! Mind if I play this in my group's upcoming campaign?
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Feel free to (provided you can get your GMs permission). After all, htaats why I posted it here (well, that and feedback).

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Comments

    • First and foremost: Guiding light + Will o' the Wisp
      The save DC for this ability is very high, and (after you get Will o' the Wisp) too high I think. Level 7 example: 10 + 3 (charisma) + 7 (class level) + 5 (will base) + 2 (wisdom to will) = 27 Most classes will need a natural 20 or so to save that at level 7. It goes on from there.
    • If your enemy in some way manages to make this save you only need to turn back to normal, turn into a wisp again and give it another try. Considering the save DC this seems a little extreme. Perhaps make them immune for 24h or lower the DC?
    • The opposed wisdom check doesn't do much difference either way. If the target wins it probably won't get a bonus worth the roll (+1 or so).
    • Danger sense seem to make trapfindning completley obsolete.


    Questions
    • How many stones can you put in one cloak for the purposes of spellcasting?
    • Wisp Presence; No longer set off traps? Perhaps you could clarify what qualifies as a trap?
    • Why have trapsense as a separate ability if the only thing it does it passivly powering up other abilities? (Since the bonus reflex and AC is never used as you never set of traps after first level.)
    • Are you able to cast spells while in wisp form? (Are your cloak considered to be "active"?) It looks that way but it's not completly clear.
    • What breaks the Guiding light effect? As it looks now it doesn't seem to have a time limit or "break-if-attacked-by-casters-friends" as charm. You could lead someone in circles on a totally safe patch of grass until they fall down by fatigue. (Or you could have the party barbarian bash their skulls in while they happily follow you.)
    • How long does the Hazard spawn ability take to use? Free action, move action, full round action...?
    • Hazard spawn: "+10 Dry (liquid filled)"? I don't get it.
    • Wispfire: Does every pair of 1d3 fire + 1d3 cold become 1d6 force, i.e 3d3 fire and 4d3 cold = 3d6 force + 1d3 cold? Can you choose (2d3 is more damage on average than 1d6 but force is more seldom resisted) or is the trade mandatory?


    I don't have Spell Compendium so I can't comment on the last abilities other than that the craft DC:s seem resonable compared to what modifiers you'll have by then. I'll check with a friend who I belive have Spell Compendium to get a feeling for them.
    Last edited by Gahrer; 2009-06-18 at 01:05 PM.
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Quote Originally Posted by Gahrer View Post
    • First and foremost: Guiding light + Will o' the Wisp
      The save DC for this ability is very high, and (after you get Will o' the Wisp) too high I think. Level 7 example: 10 + 3 (charisma) + 7 (class level) + 5 (will base) + 2 (wisdom to will) = 27 Most classes will need a natural 20 or so to save that at level 7. It goes on from there.
    • If your enemy in some way manages to make this save you only need to turn back to normal, turn into a wisp again and give it another try. Considering the save DC this seems a little extreme. Perhaps make them immune for 24h or lower the DC?
    • The opposed wisdom check doesn't do much difference either way. If the target wins it probably won't get a bonus worth the roll (+1 or so).
    Well, its been awhile since I made the ability, so I can't remember precisely why it is so high, but I'll probably increase the boost from the opposed wisdom checks to be equal to the amount they win by.
    That aside, the wisp fire guide can't really do much outside of wisp form. The changing back to reuse their ability on those that failed can be difficult. Also most of their abilities are best used with targets following them.
    Also you forgot the +5 bonus to the opponents will save if in normal visibility.

    Quote Originally Posted by Gahrer View Post
    Danger sense seem to make trapfindning completley obsolete.
    First, trapfinding is required if one were to choose to disable traps with a DC higher than 20. Also Danger sense only works in wisp form. It also only tells you the direction of the danger, not the exact location, nor does it reveal it to you (its purpose is so that you can lead enemies into trouble without having to have scouted out the area ahead of time).

    Quote Originally Posted by Gahrer View Post
    How many stones can you put in one cloak for the purposes of spellcasting?
    I thought i mentioned it, but due to the semi magical manner in which it works, there is no limit (aside from the Wisp Light Clasps and Shadowscape Gems)

    Quote Originally Posted by Gahrer View Post
    Wisp Presence; No longer set off traps? Perhaps you could clarify what qualifies as a trap?
    A trap, as in what is mentioned in the trapfinding and trapsense abillities, or the Disable Device skill, or craft (trapmaking) skill. I made sure that if I was just talknig about dangers, i used the term harards with this class.

    Quote Originally Posted by Gahrer View Post
    Why have trapsense as a separate ability if the only thing it does it passivly powering up other abilities? (Since the bonus reflex and AC is never used as you never set of traps after first level.)
    The wisp presence is only when your in wisp form. When not in wisp form you set off traps normally. Also other classes do things with trapsense (or at least require it I think).

    Quote Originally Posted by Gahrer View Post
    Are you able to cast spells while in wisp form? (Are your cloak considered to be "active"?) It looks that way but it's not completly clear.
    I could have sworn I did mentioned this. But I suppose I'll need to check. The way it works is that when not in wisp form, you can store your spells in the gems that meet the requirements. Stored spells may then be cast later or while in wisp form. Both storing the spells and using stored spells require the full casting time.

    When casting a spell, the casting level cannot triple the maximum spell level that the gemstone can be used for. In addition, a spell can be stored in a gemstone but doing so causes it to count as being one level higher for the purposes of the minimum gemstone value. When in wisp form, a wisp fire guide can only cast spells that they have stored in a gemstone, but doing so causes them to count as a supernatural ability instead of a spell. Stored spells dissipate after a day. The combine spell level of all spells channeled through a gemstone in one day cannot exceed triple the max spell level it can be used for.
    Quote Originally Posted by Gahrer View Post
    What breaks the Guiding light effect? As it looks now it doesn't seem to have a time limit or "break-if-attacked-by-casters-friends" as charm. You could lead someone in circles on a totally safe patch of grass until they fall down by fatigue. (Or you could have the party barbarian bash their skulls in while they happily follow you.)
    I thought I had something like that. I'll note that if damaged (by anything), they reattempt their will save with a bonus equal to half the damage. Also I'll add something like ever x rounds (where x is the wisp fire guides will), they may retake their save with a cumulative 2 bonus.

    Quote Originally Posted by Gahrer View Post
    How long does the Hazard spawn ability take to use? Free action, move action, full round action...?
    I thought I said it was a standard action. if not I'll fix that.

    Quote Originally Posted by Gahrer View Post
    Hazard spawn: "+10 Dry (liquid filled)"? I don't get it.
    I'll clarify that. From what I recall it is to make the pit liquid filled if the terrain is dry.

    Quote Originally Posted by Gahrer View Post
    Wispfire: Does every pair of 1d3 fire + 1d3 cold become 1d6 force, i.e 3d3 fire and 4d3 cold = 3d6 force + 1d3 cold? Can you choose (2d3 is more damage on average than 1d6 but force is more seldom resisted) or is the trade mandatory?
    The trade is mandatory.

    Quote Originally Posted by Gahrer View Post
    I don't have Spell Compendium so I can't comment on the last abilities other than that the craft DC:s seem resonable compared to what modifiers you'll have by then. I'll check with a friend who I belive have Spell Compendium to get a feeling for them.
    Well, given the spell list that the class uses, the spell compendium is almost necessary lest you loose a lot of what you can do. Also, the current capstone may be changed to an epic feat depending on general consensus.

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    Last edited by Owrtho; 2009-06-18 at 04:36 PM.
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    I love the concept. It's kind of a busy time for me right now this weekend so gimme a lil bit to PEACH.
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Quote Originally Posted by Owrtho View Post
    Well, its been awhile since I made the ability, so I can't remember precisely why it is so high, but I'll probably increase the boost from the opposed wisdom checks to be equal to the amount they win by.
    Sounds a lot more resonable.

    Quote Originally Posted by Owrtho View Post
    That aside, the wisp fire guide can't really do much outside of wisp form. The changing back to reuse their ability on those that failed can be difficult. Also most of their abilities are best used with targets following them.
    Also you forgot the +5 bonus to the opponents will save if in normal visibility.
    Point. I need to read more carefully.

    Quote Originally Posted by Owrtho View Post
    First, trapfinding is required if one were to choose to disable traps with a DC higher than 20. Also Danger sense only works in wisp form. It also only tells you the direction of the danger, not the exact location, nor does it reveal it to you (its purpose is so that you can lead enemies into trouble without having to have scouted out the area ahead of time).
    You're right about trapsense and trapfinding, my mistake. Missed that Danger sense only works in wisp form. Makes sense then.

    Quote Originally Posted by Owrtho View Post
    I thought i mentioned it, but due to the semi magical manner in which it works, there is no limit (aside from the Wisp Light Clasps and Shadowscape Gems)
    Ok.

    Quote Originally Posted by Owrtho View Post
    A trap, as in what is mentioned in the trapfinding and trapsense abillities, or the Disable Device skill, or craft (trapmaking) skill. I made sure that if I was just talknig about dangers, i used the term harards with this class.
    Ok.

    Quote Originally Posted by Owrtho View Post
    The wisp presence is only when your in wisp form. When not in wisp form you set off traps normally. Also other classes do things with trapsense (or at least require it I think).
    Ok. Trapsense from different classes stack so I guess that makes sense too.

    Quote Originally Posted by Owrtho View Post
    I could have sworn I did mentioned this. But I suppose I'll need to check. The way it works is that when not in wisp form, you can store your spells in the gems that meet the requirements. Stored spells may then be cast later or while in wisp form. Both storing the spells and using stored spells require the full casting time.
    You did. Missed it.

    Quote Originally Posted by Owrtho View Post
    I thought I had something like that. I'll note that if damaged (by anything), they reattempt their will save with a bonus equal to half the damage. Also I'll add something like ever x rounds (where x is the wisp fire guides will), they may retake their save with a cumulative 2 bonus.
    Sounds good.

    Quote Originally Posted by Owrtho View Post
    I thought I said it was a standard action. if not I'll fix that.

    I'll clarify that. From what I recall it is to make the pit liquid filled if the terrain is dry.

    The trade is mandatory.
    Ok.

    Quote Originally Posted by Owrtho View Post
    Well, given the spell list that the class uses, the spell compendium is almost necessary lest you loose a lot of what you can do. Also, the current capstone may be changed to an epic feat depending on general consensus.

    Owrtho
    I see. My friend does have it so it won't be a problem.
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    I took a quick peek, and have a thought about Danger Sense: If you automatically know the location of all traps within a certain radius. why do you need the trapfinding ability?
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Quote Originally Posted by Bhu View Post
    I took a quick peek, and have a thought about Danger Sense: If you automatically know the location of all traps within a certain radius. why do you need the trapfinding ability?
    Hmm, thats something I thought I'd changed. I just fixed it. It now says you know the direction of all traps within the radius (the idea behind the ability is as i said before so that the player can easily lead those following them into trouble without having had to scout out the area ahead of time. It also only functions in wisp form which I forgot to mention and added). The trap sense is still required to specifically note the trap, know what it is, disable it, etc. Also added in that they can tell the exact distance of traps within 5' per 100' of max distance that their danger sense works for in their current area.

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Well, now I get what they mean by "Don't walk towards the light".

    I'm not very good with balance but reading through it, it looks like a fun class to play.

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Well, I hope it is. And that is rather true in this case. only time you'd want risk walking toward one of these lights is if they were one of your party members and you could be certain they weren't planning to stab you in the back. Though I hope that they aren't completely limited in what they can do. For example, someone playing the class could use it in a few different ways (despite the fact it revolves around indirect confrontation).
    They could focus on distracting the opponents for other players to kill them.
    They could focus on setting traps of their own using the hazard spawn ability.
    They could focus on using they're spells to hinder and harm enemies.
    They could avoid fights by leading enemies away so everyone else could slip by.
    They could focus on using their wispfire to fight. (The spectral flame PRC is good for those who take this rout)
    They could focus on leading their allies safely through places or acting as a scout.
    There are likely plenty of other ways that they could use their abilities as well (especially if they multiclass), and most likely they will combine multiple strategies to improve their effectiveness. Hopefully I will be able to get everything balanced and all the PRCs I plan done eventually (preferably in the near future). I also hope people like the class (I may be in luck as there has been a general trend of people saying the idea is at least good). Anyways, I'm glad you like the class. And anyone else who likes it feel free to say so as well (its always nice to know ones work is appreciated).

    In other news I added a capstone to the planar beacon PRC which removes the limit to the number of guideposts it can have.

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Why does it stop at 7th level spells? Usually classes stop at 4th, 6th, or 9th.
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Mainly because the pattern I decided to use to determine spells per day stopped there at level 20. I also recall I wanted access to a few 7th level spells so didn't use the one that only goes to 6th (and I didn't want it to have all the way to 9th level spells, as that seemed to much for the class).

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    That works then. I'd have to play it to test it out, but as I look at it right now at 7 am I like it.
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Glad to hear you like it. If you do playtest it let me know the result.

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    I finished the first version of the Shadowmental Wisp PRC. It requires the Harrowed base class by Lord_Gareth (found here). The idea is that it uses the basic abilities of the wisp fire guide, the shadowmental touch ability of the harrowed, and fear abilities generated by projecting the monster within to those following it. It likely needs some work still, though. Feel free to give suggestion or advice.

    Owrtho
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Ogre in the Playground
     
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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Bumping thread for feedback on base class and PRCs.

    Owrtho
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    I'll do a review another day; I need to get offline pretty soon here.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Good to know. I hope you like it when you do get a chance to look at it. It's the first PRC in the second post.

    Owrtho
    Last edited by Owrtho; 2009-07-06 at 08:21 PM.
    Tables
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Oddly enough, having read the initial class, none of the PRCs, my instant reaction was "why does this need spells, it's easily cool enough without them?"

    I know this is probably my insistance on believing that Fighter should be the baseline class [pimped out a little but still fighter], but is it really necessary to have spells, or at least so many of them? The messing with the terrain [i didn't see a limit on this, perhaps i missed it in the table] seemed much more interesting than Glitterdust or Grease could ever be...

    Flavour wise, i really like it; you've got a defined set of abilities and the tying things to the trappings of the class is a wonderful flourish. All in all, something that i might use [and considering how many base classes i throw over my shoulder, that's high praise].

    Props.

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    I'm glad you like it. Really any interest in my various projects helps me feel like it actually is worth working on them and that I'm not just wasting my time putting them up here (my topics rarely seem to get much interest). Its especially nice when its a positive reaction.

    To answer your questions:
    The spells might not be needed (though they certainly help in accessing the PRCs), but they are there mainly to avoid having to balance out adding a number of the more important ones as spell like abilities. The number is so that a few of the different possible takes on the class can be followed. I'll note though that most of the low level ones are more of because it wouldn't make sense to skip to the higher level ones. The list could also be shortened or limited, but I haven't seen much need to do so as of yet. the spells tend to fall mainly into three categories: Spells to make hazards. Spell to hide hazards from the opponents. Spell to get opponents to the traps. There are also a few light spells thrown in just for the theme.
    I might look into adding a limit to the number of spells that can be known though (or maybe limit the number of gemstones they can have on their cloak at a given time which would force them to be careful deciding what colours to use for the play style they want).

    For the messing with the terrain ability I take it you mean Hazard Spawn. It has no daily limit, but requires a standard action and a craft (trapsmith) skill check. Also the hazards vanish if you get too far away (after a brief period).

    So, feel free to ask any other questions you have. Also feel free to make suggestions (especially if you can think of something to expand the Hazard spawn table).

    Owrtho
    Tables
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    I'm still in two minds about the spells but in looking at the Spectral Flame, i've noticed something about your tables.

    Could you please set the Wisp Fire entries to cumulative values [+1d3, +2d3, +4d3 etc]? I know it makes sense to you but it's not entirely clear from looking at the table whether the individual entries are just repeating the same value over and over or whether they're meant to be added together.

    If you've used similar notations elsewhere [not noticed but haven't been looking] can we eliminate those too?

    Similarly, seperate the clauses of abilities. The 1st, 2nd and 3rd level clauses of the Energy Flame ability should be seperate and are difficult to pick out.
    Last edited by Mulletmanalive; 2009-09-10 at 12:15 AM.

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Quote Originally Posted by Mulletmanalive View Post
    I'm still in two minds about the spells but in looking at the Spectral Flame, i've noticed something about your tables.
    Thats fine. I understand you view on it myself, and am thinking about reducing the casting power.

    Quote Originally Posted by Mulletmanalive View Post
    Could you please set the Wisp Fire entries to cumulative values [+1d3, +2d3, +4d3 etc]? I know it makes sense to you but it's not entirely clear from looking at the table whether the individual entries are just repeating the same value over and over or whether they're meant to be added together.
    I'll do so. I'd actually made a mistake when I first typed up the class. I'd planned to model it off sneak attack, and went to look at a PRC that advanced sneak attack to see how it was done, and thought it just noted an increase in die. I just went and checked assassin however and saw that is made cumulative.

    Quote Originally Posted by Mulletmanalive View Post
    If you've used similar notations elsewhere [not noticed but haven't been looking] can we eliminate those too?
    I'll try looking through and fix it if I find it.

    Quote Originally Posted by Mulletmanalive View Post
    Similarly, seperate the clauses of abilities. The 1st, 2nd and 3rd level clauses of the Energy Flame ability should be seperate and are difficult to pick out.
    Thank you for catching that. I hadn't noticed I had them together like that.

    Also, I'll note that the Spectral Flame is the most derivative of the intended PRCs from the intent of the base class. It was just a starting one I made based off the thought that if a caster is already becoming a ball of fire, why cant they use them self as a fireball. The others are more in keeping with the main idea of the wisp fire guide, though the shadowmental wisp is based on another persons base class as well and will soon be undergoing a revamp as they did a remake of the base class (I'm waiting on an update of the remake). The Planar Beacon on the other hand is very much an extension of the wisp fire guide for those who plan focus on planar travel and the hazards found therein. (other PRCs are planned but have yet to be started due to various factors and a hope to finish working out any kinks in the wisp fire guide still)

    Owrtho
    Tables
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    This...is really, really, really cool and I want so badly to play one.

    I do have a question/comment, though:

    The guiding light ability seems very powerful, probably too powerful. After all, you get to add your will save to the DC at whatever level that ability is gained (not all of your abilities are described in the order they're gained, which is confusing). It seems like it's too hard to resist it and too hard to break free from.
    "Once upon a time, a story was never finished..."

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    Quote Originally Posted by Kallisti View Post
    This...is really, really, really cool and I want so badly to play one.
    Glad to hear you like it.

    Quote Originally Posted by Kallisti View Post
    The guiding light ability seems very powerful, probably too powerful. After all, you get to add your will save to the DC at whatever level that ability is gained (not all of your abilities are described in the order they're gained, which is confusing). It seems like it's too hard to resist it and too hard to break free from.
    Well, on the guiding light ability, it might be a little powerful. There are however ways to break out of it (such as damage), or notable things in the surroundings (or just waiting). As for becoming effected, I'm not sure how powerful that is (I made the class awhile ago so calculations and the like I made then are a little fuzzy).
    The abilities being out of order is likely due to some rearranging that occurred when the class was in early stages that I didn't notice. I am planning to make a few updates to the class soon though and will make sure to fix that when I do (changes will likely include such things as limiting the number of gemstones a wisp fire guide can have on their cloak, and some changes to the guiding light and focused light abilities to help balance it).

    Owrtho
    Tables
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

    bump

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