Owrtho
2009-03-01, 10:13 PM
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 (http://www.giantitp.com/forums/showthread.php?t=94425). 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
http://i167.photobucket.com/albums/u152/Owrtho/DnD/willowisp3.jpg
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:
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
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
LevelBase Attack BonusFort SaveRef SaveWill 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.
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).
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:
- black
- 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
[b]Size Modifier
[b]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
[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
[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
[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).
Owrtho
Well, awhile ago I started a thread for a class I came up with called the wisp fire guide (http://www.giantitp.com/forums/showthread.php?t=94425). 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
http://i167.photobucket.com/albums/u152/Owrtho/DnD/willowisp3.jpg
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:
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
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
LevelBase Attack BonusFort SaveRef SaveWill 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.
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).
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:
- black
- 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
[b]Size Modifier
[b]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
[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
[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
[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).
Owrtho