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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 03-01-2009, 10:13 PM   Top  -  End  -  #1
Owrtho
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Join Date: 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


Game rules and information
Spoiler


Now for the first PRC, the Spectral Flame

Spectral Flame

Spoiler



Planned PRCs are a yet unnamed one that focusses 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).

Owrtho
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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

Last edited by Owrtho : 05-29-2010 at 09:23 PM.
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Old 03-01-2009, 10:22 PM   Top  -  End  -  #2
Owrtho
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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.

Tenebrous Wisp

Spoiler


Shadowmental Wisp

Spoiler


Planar Beacon

Spoiler


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

Owrtho
__________________

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

Last edited by Owrtho : 02-25-2011 at 04:44 PM.
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Old 03-01-2009, 10:23 PM   Top  -  End  -  #3
Owrtho
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Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

Resereved for just in case

Owrtho
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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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Old 03-03-2009, 01:16 PM   Top  -  End  -  #4
Owrtho
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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).

Owrtho
__________________

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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Old 06-18-2009, 12:42 AM   Top  -  End  -  #5
Owrtho
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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,
Owrtho
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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

Last edited by Owrtho : 06-18-2009 at 02:30 AM.
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Old 06-18-2009, 04:00 AM   Top  -  End  -  #6
Gahrer
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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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Old 06-18-2009, 05:04 AM   Top  -  End  -  #7
Owrtho
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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).

Owrtho
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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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Old 06-18-2009, 12:49 PM   Top  -  End  -  #8
Gahrer
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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.
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Last edited by Gahrer : 06-18-2009 at 01:05 PM.
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Old 06-18-2009, 04:26 PM   Top  -  End  -  #9
Owrtho
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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.

Quote:
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.

Owrtho
__________________

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

Last edited by Owrtho : 06-18-2009 at 04:36 PM.
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Old 06-19-2009, 07:23 AM   Top  -  End  -  #10
Bhu
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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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Old 06-20-2009, 04:55 AM   Top  -  End  -  #11
Gahrer
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RedWizardGuy
 
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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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Old 06-20-2009, 05:18 AM   Top  -  End  -  #12
Bhu
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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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Old 06-20-2009, 05:42 AM   Top  -  End  -  #13
Owrtho
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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.

Owrtho
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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

Last edited by Owrtho : 06-20-2009 at 05:52 AM.
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Old 06-20-2009, 11:44 PM   Top  -  End  -  #14
Kiren
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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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Old 06-21-2009, 12:03 AM   Top  -  End  -  #15
Owrtho
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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.

Owrtho
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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

Last edited by Owrtho : 06-21-2009 at 12:12 AM.
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Old 06-21-2009, 04:17 AM   Top  -  End  -  #16
Bhu
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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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Old 06-21-2009, 04:31 AM   Top  -  End  -  #17
Owrtho
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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).

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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Old 06-21-2009, 06:02 AM   Top  -  End  -  #18
Bhu
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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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Old 06-24-2009, 07:13 PM   Top  -  End  -  #19
Owrtho
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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.

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.
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Old 06-25-2009, 06:53 PM   Top  -  End  -  #20
Owrtho
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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.

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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.
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Old 06-26-2009, 10:22 PM   Top  -  End  -  #21
Owrtho
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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.
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Old 07-06-2009, 07:58 PM   Top  -  End  -  #22
Lord_Gareth
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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.
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Old 07-06-2009, 08:19 PM   Top  -  End  -  #23
Owrtho
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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.

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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

Last edited by Owrtho : 07-06-2009 at 08:21 PM.
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Old 09-09-2009, 07:06 PM   Top  -  End  -  #24
Mulletmanalive
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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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Old 09-09-2009, 07:54 PM   Top  -  End  -  #25
Owrtho
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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
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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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Old 09-10-2009, 12:12 AM   Top  -  End  -  #26
Mulletmanalive
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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 : 09-10-2009 at 12:15 AM.
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Old 09-10-2009, 09:44 PM   Top  -  End  -  #27
Owrtho
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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)

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[creature]Shiny: Monster Competition XXXVI entry.
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Old 09-19-2009, 01:01 PM   Top  -  End  -  #28
Kallisti
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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.
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Old 09-19-2009, 08:14 PM   Top  -  End  -  #29
Owrtho
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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
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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.
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Old 02-15-2010, 12:38 PM   Top  -  End  -  #30
Ezren
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Default Re: Beware of lights not your own, lest you never return home [3.0 Class PEACH]

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