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View Full Version : Wrathful Wraith (Spheres in Review)



SangoProduction
2021-03-21, 10:18 PM
My character died, so I decided my new character would be a wraith. The wraith frustrated me so much I basically don't want to make the character any more. So perhaps taking a step back, and just like... reviewing the class... will set my head straight.

Post-Review Analysis: Honestly. A pretty decent class. The possession is incredibly, spookily powerful. The class simply didn't fit my character is all.


Ranking system:
(S) Superb: You always want this. It's awesome.
(G) Good: These make useful additions to the right builds.
(M) Meh: While perhaps better than nothing, you are giving up something for it, so probably shouldn't without a good reason.
(N) No.

<Angle brackets> around a rating indicates situational usefulness, and how good it is in that favorable situation.
(C) Cheese: A talent so broken that it will be instantly banned if you use it as you could.
(I) Impossible: Can't be rated because it is just not defined well enough to give a meaningful rating - it depends too much on DM ruling, or personal use. I'll just place it where I guess the average result would put it.
(F) Flavor: This indicates that the main draw to the talent is going to be its inherent fluff or flavor, rather than raw power or utility.

(G-S): Powerful talents that are almost, but not quite, universally useful or desirable.
(M-G): These are pretty reasonable talents of mediocre strength.
(N-M): It technically has a use, but the cost simply doesn't outweigh the benefit.



Casting (M): Mid caster. Lets it sort of kinda be a caster, but not really. I actually personally feel more frustrated by mid casting than low casting, because it feels so much like you are playing a less good caster rather than a martial with a splash of casting. That said, I am not particularly partial to low casters either. But they don't feel as bad.
Haunt Path (I): Gains class skills, a bonus talent, and special possession abilities based on the path taken. Also you treat the one sphere in your path possession as being full caster.

Wraith Form (G): Gain a modified incorporeal subtype for a couple rounds per day. Takes a move action to enter, but only a free action to leave. Allows you to pass through walls, which is cool. Possibly even take full cover in a featureless battlefield.

Possession (S): Take control of a creature. Problem being that you are tied to the class - hard. Not only the will save to resist, but also the duration, and things you can accomplish, is based on class level. Makes sense. But it is slightly frustrating when you do have other things you want the character to be able to do. I mean, technically there is the Strengthened Possession feat. So for a feat, you can add 4 non-Wraith dips.
Really only useful for possessing brutes...not just because will saves, but also because you get almost no benefit from possessing a mage. You're just effectively silencing them, and removing yourself from the fight. Maybe moving them out of position. Unless you're level 18. Somewhat unrealistic.
Oh, and passive possession is useful, because it's free, and effectively grants you invulnerability until your possessed target is destroyed.
Note: ...I actually don't know what actions, if any, you can take while passively possessing someone.

Greater Possession (M-G): You can hypothetically possess multiple creatures. But they each are tied to the actions you can take. Now, if you could attempt a possession on a group, and then just pick one of those that failed, that would be pretty awesome. But that's not the case.
Still, it does mean that they are out of the fight.

Wraith Form Mastery (G): Cool. Infinite intangibility.


Note: These ratings assume you can act while passively possessing someone. This might not be the case, depending on your DM. If you can't, Ancestor goes almost to the bottom I'd imagine. Corruptor, Despoiler, Poltergeist and Anima get a boost for creating their own less squishy bodies. Corruptor not so much due to HD hurting the duration, but Poltergeist's animated objects have high eHP to HD ratios.

Path of the Ancestor (G-S): This lets you leverage your otherwise not particularly useful HP into helping your team survive.
Being tied to protection sphere is not fantastic... Protection sphere is actually fine with having little to no CL.

Path of the Moroi (<G-S>): Blood sphere sucks. But if you have someone who likes to bleed your foes for you, then suddenly they have a -4 to save against your control, and so your possession's pretty reliable.
...And god damn it Moroi! This path had me reading through the entire bloody Blood sphere just for it. Because getting to use your blood control offensively as a swift action without a save is hypothetically really strong... and no. Blood sphere still sucks. Best use is for Bleed. Maybe Control Oxygenation. The first one...well, you wanted them to already bleed to even possess, and the second one is really meh. At least with Blood Arts, its your victim that takes the damage, rather than yourself. Or at least, that's a reasonable house rule. But Blood Loss damage is only 1/2 CL regardless. It makes essentially no difference.

Path of the Phantasm (M-G): Seems pretty decent. I would never create an illusion purely for the purpose of making a possession slightly easier, but if you like to make illusions, then it's a free penalty to something you might also want to do.
Path of the Shadow (M-G): Dark sphere has the best support out there, from metamagic to... well, the entire sphere... but those take resources. Resources which you don't get a lot of from this class. And it explicitly doesn't allow for party interplay with this. But Dark sphere is good. Getting to be full caster for Dark sphere is good. Dunno just how much you're benefitting from this class as a normal dark caster is already plenty hard to hit, and you can't impart immunity to your darkness onto your possessed target(s).

Path of the Despoiler (M): I can kind of see the usefulness of compiling a body made of a swarm of creatures. Your temporary body takes 1/2 damage from weapon attacks, even if you do provoke attacks of opportunity. So that's pretty cool. It's also neat if you want to play a plague lord character. Truly horrifying, by the way. To just be struck by a disease from an unseen, untargetable foe. Not even a curfew can keep you caged. Try as Canada might.

Path of the Spook (M): Mind sphere is basically like a different way of achieving Possession. Granted, for (single target) total control, Possession is superior (barring that said control takes your actions). So... you'd think it'd be a natural fit. You'd be wrong. It's mostly just an overlap rather than synergy. And there's already a really bloody potent Mind sphere specialist class, which you desperately want to at least dip into...which then hurts your Possession. But even ignoring that... why would you care about possessing a creature that's already running away or paralyzed?

Path of the Anima (I): Honestly, I think this is pretty weak. Sure, elementals have their very useful movement abilities, but you're going to require at least as many nature talents to achieve those as you would alteration talents, and I think the alteration talents are superior. But you can basically conjure a body you can freely tank with.
Nature sphere likes CL, but although it's got the largest number of abilities per talent, those abilities are some of the least flexible to use. But it's not bad if you were wanting to play a nature specialist anyway.

Path of the Corruptor (I): I am having a really hard time understanding the usefulness of this. I think its main draw is being a full casting renaimator, with a side show of not being directly targetable, because you just possess... an undead. You hypothetically can raise another 2x class level worth of hit dice... for 1 round / CL, because that's how HD works with possession. It says it benefits from death sphere talents. Does that include the ability to extend it to an hour / CL? Heck if I know! So rather than simply possessing your ally, and doing your thing, you are spending a spell point to possess an undead. Eh. Not my choice of things to do.

Path of the Cryptid (N-M): So, this is basically the discount Shifter. Except that you get almost none of Shifter's benefits (rightfully so), and you instead need to buy animals off the market in order to do your thing. It's pretty unique in that you can now make noncombat animals fi-...and it's dead.
As an addon to what you're already doing though, it's just additional benefits of taking over a brute. After the turn giving it a new form.

Path of the Poltergeist (N): Placing in N for insulting us with Telekinesis. ...What? ...Fine. An Animated Object is a really substandard combat companion. And you're turning yourself into one. At least you can semi-reliably have 10 min - 1 hour / CL duration without sacrificing much on hit points for your temporary body, and get Hardness. And Altered Movement construction point is very useful trait. Although you'd need to wait until at least level 8 before you can affect attended objects. You don't even get the little tricks of animating weapons and armor to make them unusable. Because you're Telekinesis instead of Enhancement.
Unrepresented Path Spheres: Conjuration, Creation, Destruction, Divination, Enhancement, Fallen Fey, Fate, Life, Light, Mana, Time, War, Warp.
That is not a "dig" at the writers. Just making it explicit, since those spheres can't ever be full caster from this class. (Excluding out-of-class abilities, items, etc.)

Steal Thoughts (S+): Instinctively knowing when something would be against the target's nature means you never need to risk a save when you don't feel like it.

Object Ride (<S>): By the time you can get this, you can already passively possess your party mate for 24 hours without a spell point. The best use for this would be to possess something so that you can be placed in an otherwise unreachable location. Like a letter to the king, or what have you. So, it's a niche beyond niches, but hey.
Amnesiac Possession (<S>): Assuming you're in a game where this matters at all, then this is really exceptionally good.

Hidden Possessor (<G-S>): Depends on what precisely your DM deems to count "aware of the wraith" as. "Aware of the puppet that you are possessing"? Or "Aware of specifically the wraith"? Some interpretations means that this is basically Ability Focus. Especially for the Unbodied.
Expanded Path Possession (<G-S>): Want to cast another sphere as a full caster? Well, here you go. You're less one dimensional. Possibly even an extra-dimensional.
Into Thin Air (G-S): Immediate action to effectively gain 20% miss chance for a spell point (plus getting to trigger Ghostly Fade for another 20% miss chance). And even then, probably takes half damage if hit. So it's a good emergency defense.
Ranged Possession (G-S): Very useful, especially for making sure you can stay hidden for Hidden Possessor. But still, just generally useful to have range on your class's main ability.

Hidden Rider (<G>): If it's good, it's good.
Ghostly Fade (G): I believe the most important part is the ability to try and stealth by using your concealment. But hey, it also serves as a potential defensive layer when you are in wraith form.
Dominate Ooze (<G>): If oozes are a substantial part of your campaign, having your main class feature work against them is probably useful.
Disorienting Possession (<G>): If you find yourself consistently getting kicked out of your hidey hole, this works as a consolation prize.

Deep Phase (M-G): Useful, if costly, scouting tool.
Forced Wraith Form (M-G): You don't expand your attack options really. You're still targeting the same save as your possession to achieve basically the same result of removing someone from the fight. You just use your rounds rather than a spell point.
If you have permanent Wraith Form, then obviously, you're not using resources. Just free poof.
Ghostly Talent (M-G): I mean... sure. I guess you can trade a feat-equivalent for another feat-equivalent. I hate that it's restricted to your path sphere though.

Ghost Glide/Improved (M): Meh. Alteration does flight better. And even by Vancian standards, this comes on later than the other flight options.
Consume Host (M): Cantrip destruction sphere damage, for a spell point. As a move action though, and it heals you. It probably has a use, particularly for an Ancestor.
Lingering Incorporeality (M): A neat way to gain more rounds of Incorporeality.

Moan (M, F): Flavorful. Not sure it's particularly useful.
Possess Armaments (M): Frankly, I can't think of a particularly good use for this. Maybe if you've designated an ally's equipment as your refuge (and I can't think of a less creepy way to say that), then maybe it's at least a free (essentially) permanent enchant.

Reactive Possession (N-M): Has 2 bad prerequisites.
Expanded Path Possession, Improved (N-M): There really are no Improved Path Possession abilities that are worth going out of your way for.

Wraith’s Blade (N-): You never actually need to do this. Just pick up a destruction sphere ability instead.
Benevolent Passenger (N--): Either accept the drawbacks, or don't pick them.



Archetypes

Blended Training (S): Loses nothing from this exchange, and just gets to pick up a wider variety of talents.

Rage (G): Rage is great. Especially considering you're already supposed to be possessing the enemy brutes.

Spirit of Wrath (S): Great benefits. Especially to always be able to attack allies while forcing the enemy to rage.

Raging Spirit (G): Barbarian powers aren't spectacular, but it's a larger pool of things to choose from, and you lose nothing for it.

Mighty Rage (G): Better rage. Yay.


Permanent Wraith: Always incorporeal. But you take nonlethal damage while not possessing something / manifesting physically. The rate of healing doesn't scale thought the rate of damage does. Probably still fine.
Much less fine if you can't actually do anything while passively possessing stuff. Things that take duration of your wraith as a resource (such as Share Wraith Form) are effectively infinite, unless your DM house rules that that causes damage. (Probably reasonable enough.)

Spirit Rider (M): Gain Passive Possession a level early, and Object Ride at level 1, in exchange for losing your second level's magic talent.

Manifest (G): Take physical form for a few minutes a day. So, whenever you are safe, but need to physically act, and can't / don't want to actively possess someone, you don't need to take nonlethal damage.

Restored (G): Basically get to pretend you don't even have this archetype at all.


Mist Form (M): Generally a downgrade. Grants a flight speed, and allows yourself to act as a small fog spell. But you lose the true intangibility.

Basically for when you want to be particularly creepy. No particular benefits, but it doesn't really take away *that* much.

Blood Lover (N): You tie yourself to the blood sphere, and yet don't take the Haunt Path that grants you an effective +4 to DC for your possession??? And what do you gain? Very, very little.

False Seducer (G): A decent-ish boost to bluff. Especially once you've got several levels in. And it gets coupled with an attitude adjustment.

Throat-Ripper (N): Woo. All you needed. Another degree of failure for your Blood sphere abilities.


Hahahahhaa. No.

Kitsuneymg
2021-03-23, 03:13 AM
Ah yes. The splat book more incompetent than treasures of the spheres. Anyone interested in running a spheres game should just pretend this pile of failure doesn’t exist.