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View Full Version : I prefer to think of myself as a guiding light... Into the next life 3.5 Class PEACH



Owrtho
2008-10-20, 08:05 PM
Well, this is a class Idea I had a while ago, but never really bothered to follow through with before. However, I figured I should. In general it is based on Will o' Wisps (not the dnd version). Not sure if I want this to be 10 or 15 levels yet, but I'll probably figure it out before I finish the class completely (depends on the number of abilities).

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

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.

Requirements:
‣Feats: Fey Heritage, or Fiendish Heritage, or Aberration Blood or Spells: Light, Dancing Lights, and Darkness
‣Skills: Must have 8 ranks in Escape Artist, Move Silently, and Craft (trapmaking), 4 ranks in Spot and Search, and 2 ranks in Disable Device, and 2 ranks in Knowledge (architecture and engineering) or Knowledge (geography) and 2 ranks in Knowledge (dungeoneering) or Knowledge (local) or Knowledge (nature)
‣Alignment: Any other than Lawful Good, Neutral Good, and Lawful Neutral.
‣Special: An otherwise pure black cloak with 1 gold pieces worth of silver sewn into it (as thread).

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), 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

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+2|
+2|Wisp Form (Diminutive), Guiding Light, Danger Sense, Trapfinding, Freedom of Movement|+1 level of existing arcane spellcasting class

2nd|
+1|
+0|
+3|
+3|Wisp Presence, Darkness, Fog Cloud|

3rd|
+1|
+1|
+3|
+3|Focused Light, Hazard spawn 1|

4th|
+2|
+1|
+4|
+4|Wisp Form (Uncatchable), Wispfire|+1 level of existing arcane spellcasting class

5th|
+2|
+1|
+4|
+4|Will o' the Wisp, Attune Sight|

6th|
+3|
+2|
+5|
+5|Piercing Light, Hazard spawn 2|

7th|
+3|
+2|
+5|
+5|Wisp Form (Fine)|+1 level of existing arcane spellcasting class

8th|
+4|
+2|
+6|
+6|Hazard spawn 3|

9th|
+4|
+3|
+6|
+6|Dark Light, Fog Light |

10th|
+5|
+3|
+7|
+7|Wisp Form (Untouchable), Hazard spawn 4|+1 level of existing arcane spellcasting class[/table]

Weapon Proficiencies: A wisp fire guide gains no proficiencies with any weapons or any type of armor.

Wisp Form (Su): A wisp fire guide may wrap their cloak around themselves as a move action that provokes attacks of opportunity. This transforms them into a floating ball of eerie green 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 7th 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 4 or higher in Wisp form also gains the benefit of a freedom of movement effect. At tenth level they gain the incorporeal subtype and traits while in wisp form.

Table: Size Modifiers in Wisp Form
{table=head]Size Modifier|Diminutive|Fine
Armour Class|+4|+8
Attack Rolls|+4|+8
Constitution|-2|-2
Dexterity|+6|+8
Grapple Checks|-12|-16
Hide Checks|+12|+16
Strength|-6|-8[/table]

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. 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. The exception is changing out of wisp form which requires unwrapping their cloak and is a move action that provokes attacks of opportunity.

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. 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), they may reattempt their will save to stop following you. 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 innately knows where all dangers around him are. At level 1 they can detect the exact locations (but not 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). Wisp fire guides only maintain the knowledge of where such dangers are while in wisp form (note: this is likely best handled by letting them know if the are about to move into a trap, or pointing them in the direction of traps when they ask for where they can quickly lead an enemy).
{table=head]
Surroundings|
Relevant Knowledge Type

buildings and manmade structures | architecture and engineering
outdoors | geography
caves and other subterranian | dungeoneering
natural areas | nature
Any* | local[/table]
*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.

Freedom of Movement (Sp): Wisp fire guides can cast the spell on them self once per day per 3 class levels (minimum 1) at their highest arcane caster level though its effects are canceled by entering wisp form.

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.

Darkness (Su): A second level wisp fire guide may cast Darkness as a spell like ability a number of times equal to their class level + their charisma modifier a day at a caster level equal to their highest arcane caster level. At level 6 the wisp fire guide may choose to cast Deeper Darkness instead of Darkness.

Fog Cloud (Su): A second level wisp fire guide may cast Fog Cloud as a spell like ability a number of times equal to their class level + their charisma modifier a day at a caster level equal to their highest arcane caster level. At level 6 the wisp fire guide may choose to double the area that the fog covers.

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 hame 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 and 8 the range increases by 10' and at level 10 it increases by 15'.
{table=head]
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 Wet (liquid filled) | +10 Dry (liquid filled) | +3 per 5 DC of first square
Plants | natural | 15 -1 per 3 ranks in Knowledge (nature) | -5 existing plantlife | +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 Poisen, 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
[/table]

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. Upon gaining a d3 of damage, the wisp fire guide may choose to make it cold damage or fire famage. 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. When used against creatures under the influence of the wisp fire guide's guiding light ability, the range is increased by 5' and an additional 1d3 force damage is delt.

Will o' the Wisp (Su): At level 5 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.

Attune Sight (Su): At 5th level, you gain the ability to attune others to your shroud of darkness. You may attune somebody to your 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 20. 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 you generate while in Wisp Form, either though the Darkness class feature, the Dark Light class feature, or even a darkness spell. This even lets them see through deeper darkness generated by any of the same means.

Piercing Light (Su): At level 6, 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 nor visible to blind creatures. The wisp fire guide may choose weather it illuminates the surroundings in such conditions.

Dark Light (Su): At 9th level a wisp fire guide can attach a black gemstone of at least 700 gold pieces in value to their cloak using silver thread. If they do so, when they enter wisp form, they may choose to be a dark light wisp. This causes a their light to illuminate 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). To stop doing so, a wisp fire guide must leave wisp form and re-enter it not choosing dark light wisp form. If it can do so, a wisp fire guide may choose to enter both dark light wisp and fog light wisp form at the same time.

Fog Light (Su): At 9th level a wisp fire guide can attach a white gemstone of at least 700 gold pieces in value to their cloak using silver thread. If they do so, when they enter wisp form, they may choose to be a fog light wisp. This causes a their light to make a dense fog accumulate everywhere it illuminates. This causes them to seem to be the center of a Fog Cloud spell that follows them. To stop making fog, a wisp fire guide must leave wisp form and re-enter it not choosing fog light wisp form. If it can do so, a wisp fire guide may choose to enter both dark light wisp and fog light wisp form at the same time.

Current version (http://www.giantitp.com/forums/showpost.php?p=5274484&postcount=31)
__________________________________

Well, this is still a work in progress. Let me know what you think. There are probably more abilities to come (hope to get rid of the dead levels), and I am open to suggestions. Also, the spellcasting is likely to change soon.

Owrtho

Kellus
2008-10-20, 09:42 PM
Gah! I wrote up a huge reply to this critiquing it, but the forums ate it! GAAAAH! :smallfurious:

Right, to summarize the main points:

• I really like it. It's a unique concept and it hasn't been done before. One of the best prestige classes I've seen in a good long time. I had a whole bit extolling the virtues of it and why it's such a good idea and execution, but I don't feel like typing everything again, so just assume that I really like it with the exception of some gripes, as described below.

• Change the spellcasting. The current model doesn't work for a number of reasons: not fair for noncasters to enter, not good for spellcasters that enter, too good of a dip for spellcasters for 1st level. I'd suggest giving it seperate spellcasting, like up to 4th level spells or something with a class spell list of illusion and hazard-based spells.

• Wisp Form: give the modifiers to size that occur. Even if you just copy it from the Monster Manual, it would help a lot. Also, include the changes that occur when they start going into Fine size instead.

• Guiding Light: very poorly written, but a great idea. Rewrite it to make it clearer what it does and how it works.

•*Danger Sense: unnecessarily complicated and overly verbose. Rewrite it more succinctly, and make it simpler to use, without so many modifiers to range.

• Trapfinding: you say 'trap sense' in the description when you mean 'trapfinding'.

• Freedom of Movement and similar abilities should be (Sp), not (Su). Although as I mentioned before, I'd suggest changing to a class-based spellcasting model, and including FoM in the spell list. Then you could just say that they're always under the effects of FoM in Wisp Form and leave it at that.

• Wisp Touch: name of the ability doesn't really make much sense with the context of the ability. Also, move the Fine size change to Wisp Form's writeup, saying something like 'at 2nd level, you may become Fine instead of Diminutive'.

• Hazard Spawn: great idea, terribly imprecise execution. Also difficult to follow. Rewrite it to be simpler to understand and use, and give a whole list of sample hazards with the DC to craft them.

• Wispfire: make it a (ranged?) touch attack and make it give a bonus on affecting them with Guiding Light. 'Cause that would be sweet.

• I love love love the idea of gaining access to class features by sewing jewels into your cloak. It really ties together the concept for me. Make more class features like this.

• Change the Base Attack Bonus to 1/2. Nothing should be below that, even something like this.

• Put in some team-friendly abilities (maybe to fill dead levels?) to help with party members. Maybe attuning them to the cloak so that they can see through the darkness and ignore the fog, stuff like that? It would turn the wisp from a nuisance into a tactical asset.

• Last suggestion: I actually think that this would do better as a new base class. It's a genuinely cool concept that can't be done right now, and the mechanics are original enough to justify it. Then you could have a nice big class spell list with tons of area hazard spells and illusiony stuff, get rid of some of the boring class features like darkness/fog cloud spell-like abilities, and even implement a method of spellcasting more suited to the concept, like sewing the spells into your cloak every morning or something.

I'm sorry if I come off strong or too harsh in anything up there, I'm just peeved that I had to rewrite it all 'cause of my CPU. I genuinely like the concept and I think it's really one of the best classes I've seen in a good long time. I'm also insanely jealous that I didn't make it. :smallsmile:

Good luck!

Owrtho
2008-10-20, 10:32 PM
Gah! I wrote up a huge reply to this critiquing it, but the forums ate it! GAAAAH! :smallfurious:

Lol. I've had that happen befor. Once I wrote up an entire creature and wen to post it, only to find my internet had disconnected... Since then I have gotten into the habit of copying my posts into txt file on my desktop and saving it onve it starts reaching a certain size and then just before I post it.


• I really like it. It's a unique concept and it hasn't been done before. One of the best prestige classes I've seen in a good long time. I had a whole bit extolling the virtues of it and why it's such a good idea and execution, but I don't feel like typing everything again, so just assume that I really like it with the exception of some gripes, as described below.

Really glad you like it. I was somewhat worried that people would come in saying it was a horrible idea or something (or just ignor it entirely). Both have happened befor to me...


• Change the spellcasting. The current model doesn't work for a number of reasons: not fair for noncasters to enter, not good for spellcasters that enter, too good of a dip for spellcasters for 1st level. I'd suggest giving it seperate spellcasting, like up to 4th level spells or something with a class spell list of illusion and hazard-based spells.

That sounds like a good idea. I'm not much used to caster classes though, so I'd need help with the spell list. (strange as it may seem I've never actualy played a caster other than a warlock catburgler I npced once, and then I only used eldritch blast).


• Wisp Form: give the modifiers to size that occur. Even if you just copy it from the Monster Manual, it would help a lot. Also, include the changes that occur when they start going into Fine size instead.

I'll make sure to do that once I finnish posting this.


• Guiding Light: very poorly written, but a great idea. Rewrite it to make it clearer what it does and how it works.

I'll try to. However wording such things is one of my weaknesses, so any suggestions on doing so are welcome.


•*Danger Sense: unnecessarily complicated and overly verbose. Rewrite it more succinctly, and make it simpler to use, without so many modifiers to range.

Again, any suggestions on making it easier to read are welcome. I would however sorta like to keep the whole "relevent knowledge types increase your range" thing though. The trap sense boosts can go though.


• Trapfinding: you say 'trap sense' in the description when you mean 'trapfinding'.

Thats probably because when I first wrote it I realized I'd swaped all cases of them. Then had to go back and fix it.


• Freedom of Movement and similar abilities should be (Sp), not (Su). Although as I mentioned before, I'd suggest changing to a class-based spellcasting model, and including FoM in the spell list. Then you could just say that they're always under the effects of FoM in Wisp Form and leave it at that.

Well, the wissp form is supposed to have the effects of it as a supernatural ability (so it wouldn't be affected by anti magic stuff), the ability to cast it though would be a spell.


• Wisp Touch: name of the ability doesn't really make much sense with the context of the ability. Also, move the Fine size change to Wisp Form's writeup, saying something like 'at 2nd level, you may become Fine instead of Diminutive'.

Yah, I hate the name to. I was going to name is trap walk at first, but didn't wanna make it sound like shadow walk. I couldn't come up with any better name for it though. I'll move the fine size.


• Hazard Spawn: great idea, terribly imprecise execution. Also difficult to follow. Rewrite it to be simpler to understand and use, and give a whole list of sample hazards with the DC to craft them.

Again an ability that fell prey to my bad wording. I'll try to fix it and make the sample hazards into a table.


• Wispfire: make it a (ranged?) touch attack and make it give a bonus on affecting them with Guiding Light. 'Cause that would be sweet.

gah, forgot to say it's touch. thought it was implied that its ranged since it's range increases with levels. Like the bonus with guiding light idea.


• I love love love the idea of gaining access to class features by sewing jewels into your cloak. It really ties together the concept for me. Make more class features like this.

That was oddly enough a last minute idea that I rather liked, as was the manner of needing a cloak with silver thread in it. I'd wanted the person to change by using a cloak, but didn't want it to be something like "hmm should I use the awsome cloak with all the buffs, or the sucky one that gives me my class features." Then I thought, hey what if I made it something that can be done fairly easily to any cloak you find. So I made the silver thread thing. Then when I was thinknig of a way to add the capstone abilities, I thought, I didn't want to just give them to them at level 10, and I suddenly had the idea to expand upon the "adding onto your cloak" idea (and in the case of gemstones you can always take them off again). Now that you mention it though, that would be an awsome sorce for their magic abilities (as in spells). And looking at that, I should add craft (gemcutting) and craft (weaving) to class skills. Also think I'll specify that silver thread must be used (though not as much as for the initial cloak, maby just like 5 silverpieces melted down with the making of the thread falling under weaving).


• Change the Base Attack Bonus to 1/2. Nothing should be below that, even something like this.

I suppose I could change it. I'd made it so low since they aren't realy supposed to attack much. They cant even attack in wisp form until level 4 (and then it's ranged touch ac anyways). I figured real bad bab wouldn't be too much of an issue since they do most of their damage indirectly (as in follow me off the cliff). (also not to mention that bonus to attacks from being smaller).


• Put in some team-friendly abilities (maybe to fill dead levels?) to help with party members. Maybe attuning them to the cloak so that they can see through the darkness and ignore the fog, stuff like that? It would turn the wisp from a nuisance into a tactical asset.

Hmm, any suggestions? All I can realy think of at the moment is Night Light (Su): At level 3 you can let off a light that only those you designate can see in addition to your normal light. At level 7 this light will even shine through such effects as deeper darkness and fog.


• Last suggestion: I actually think that this would do better as a new base class. It's a genuinely cool concept that can't be done right now, and the mechanics are original enough to justify it. Then you could have a nice big class spell list with tons of area hazard spells and illusiony stuff, get rid of some of the boring class features like darkness/fog cloud spell-like abilities, and even implement a method of spellcasting more suited to the concept, like sewing the spells into your cloak every morning or something.

That sounds like a good idea. If you (ore someone else) can provide me with a sample spell list I'll do it. I only made it a prc, cuz it combines magic with screwing people over with traps which tends to be a somewhat narrow job. The only issue would be figuring out how you make a base class require an item? Maby make it require a min amount of money for first level (have it subtracted from starting gold if first class)?


I'm sorry if I come off strong or too harsh in anything up there, I'm just peeved that I had to rewrite it all 'cause of my CPU. I genuinely like the concept and I think it's really one of the best classes I've seen in a good long time. I'm also insanely jealous that I didn't make it. :smallsmile:

Good luck!

Not at all. This is just the kind of response I need (I'm sure the first post would have been nice, but as long as the points are there it works). Once again really glad that you like the idea.

Thank you,
Owrtho

Kellus
2008-10-20, 10:53 PM
I'll see what I can do for some rewording for you. I'm fairly good at writing concise class features. I can also scour for a good spell list.

If you're looking for a good idea for a team class feature, it could be something as simple as:

Attune Sight (Su): At xth level, you gain the ability to attune others to your shroud of darkness. You may attune somebody to your 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 20. 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 you generate while in Wisp Form, either though the Darkness class feature, the Dark Light class feature, or even a darkness spell. This even lets them see through deeper darkness generated by any of the same means.

...

And you could have something similar for fog cloud to let them see through it. The problem with these abilities (and the reason something like this hasn't been done before) is that the concept doesn't play well with other party members. Features like this would alleviate it somewhat.

Owrtho
2008-10-21, 12:29 AM
I like it, though it make me realize that silver thread will need to be statted (cuz otherwise 100gold worth would seem to be 10000silver peices worked into thread. That would probably be enough to make at least 1 whole cloak).
Also, my thought for the spell casting method: They use silver thread to sew gemstones of appropriate color and value to give them their spells per day. Some example of colors would be black - darkness, green - grow plants, brown - stone wall. Value would effect spell level.
I also edited first post.

Owrtho

Kellus
2008-10-21, 01:25 PM
I haven't had time yet to compile a spell list, but I did do a write up for Wisp Form that I think is a little easier to read. Tell me what you think:

---

Wisp Form (Su): A wisp fire guide may wrap their cloak around themselves as a move action that provokes attacks of opportunity. This transforms them into a floating ball of eerie green 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 3rd 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.

Table: Size Modifiers in Wisp Form
{table=head]Size Modifier|Diminutive|Fine
Armour Class|+4|+8
Attack Rolls|+4|+8
Constitution|-2|-2
Dexterity|+6|+8
Grapple Checks|-12|-16
Hide Checks|+12|+16
Strength|-6|-8[/table]

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.

A wisp fire guide in Wisp form also gains the benefit of a freedom of movement effect. In addition, they give off light like a torch. 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.

---

I think writing up a Wondrous Item description for the silver thread is a good idea, especially if a few different class features will rely on it being sewn into the cloak to work. I also like your idea of preparing spells.

More to come tonight!

Owrtho
2008-10-21, 02:05 PM
That looks realy quite good. Also like the idea of becoming invisible when they douse their light (I'd only had it make them stop producing light). And changing it to taking a 10 instead of a 20 means that they can consistently remain invisable untill their max level is 7 - their Con modifier. Hadn't realized about the hide and grapple modifiers for size changes so thats handy. Also, I just realized I should probably mention that it is a move action provoking an attack of opportunity to change back into your normal form.

Hmm. I'm rather starting to think that this could be a base class. Not yet sure what any PRCs would do then since it is already fairly specialized. But maby some would focus on being your own fireball or something. lol.

Owrtho

Kellus
2008-10-21, 05:33 PM
I dunno. I think it does have enough original elements to justify a base class, although I think it could also work as a prestige class like this. The thing is, there's really no base class right now that works off of hazardous terrain, luring enemies, and creating traps, which this idea is great for. As long as you can get the mechanics on it down pat, it could work really well. Otherwise, there's nothing wrong with keeping it a PrC for the time being.

Another thing I thought of: do you want it to be incorporeal in Wisp Form? That would be a pretty sweet capstone, certainly. Maybe something like:

Level 1 –*Wisp Form (Diminutive)
Level 4 – Wisp Form (Uncatchable)
Level 7 – Wisp Form (Fine)
Level 10 – Wisp Form (Untouchable)

At level 4 they get the freedom of movement effect, and at 10th level they become incorporeal, which means among other things they gain a subtype and lose a Strength score. Also it moves the Fine size a bit further down, which makes it feel like more of an accomplishment when they do get it.

Then you could take Dark Light and Fog Light out of 10th level and maybe move them into some dead levels or something. Or even just replace the Darkness and Fog Cloud class features with Dark Light and Fog Light, and add in spellcasting that includes the two spells for when they want to cast it somewhere they're not. If that makes any sense.

Sorry, I'm just tossing out ideas.

A rough 4-level spell list:

1st –*grease, net of shadows*, obscuring mist, raging flame*, silent image, wall of smoke*
2nd – darkness, earth lock*, fog cloud, glitterdust, gust of wind, inky cloud*, malevolent miasma*, pyrotechnics, wall of gloom*
3rd – blacklight*, contagious fog*, daylight, sleet storm, stinking cloud, wind wall
4th –*hallucinatory terrain, illusory wall, solid fog, stone shape, wall of fire, wall of ice, wall of sand*

*Spell Compendium


In fact, making that spell list gives me an idea for adapting Dark Light and Fog Light... But I have to get back to work, so I'll work on it later tonight. :smallsmile:

Owrtho
2008-10-21, 05:56 PM
Alright, the wisp form progression looks good. I'll add that. The spell list looks good. I think I'll use that. As for casting, here are some thoughts I had:

Spontaneous casters (maby sorcerer progresion in how many per day. Not sure exactly). However, to cast spells in wisp form, they must store the spell in an oppropriate color/value gemstone befor entering wisp form (can be done any time per day provided they have enough spells left to cast it). To cast the spells normal, they would need a gem in their cloak of same color, but value would be that of a spell 1 level less (or rather it would be the base but storing them for wisp form would be one level higher in value). Stored spells could be cast in either form, and would disapate after 1 day. The gems as a focus would replace all other spell components (as in verbal, stomatic, material, any other focus).

So, thoughts on gem value:
level - cost
1 - 50g
2 - 100g
3 - 200g
4 - 350g
5 - 550g

Let me know what you think.

Owrtho

Owrtho
2008-10-21, 07:57 PM
Alright, here are some of my ideas for the spellcasting.
Spells per day:
{table=head]Level | _1_ | _2_ | _3_ | _4_

1 |
3 |
-- |
-- |
--
2 |
4 |
-- |
-- |
--
3 |
5 |
-- |
-- |
--
4 |
6 |
3 |
-- |
--
5 |
6 |
4 |
-- |
--
6 |
6 |
5 |
3 |
--
7 |
6 |
6 |
4 |
--
8 |
6 |
6 |
5 |
3
9 |
6 |
6 |
6 |
4
10 |
6 |
6 |
6 |
5[/table]

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


1st – 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 – darkness[Bk], earth lock*[Br], fog cloud[W], glitterdust[Y], gust of wind[W], inky cloud*[Bk], malevolent miasma*[Gy], pyrotechnics[R], wall of gloom*[Bk]
3rd – blacklight*[Bk], contagious fog*[W], daylight[Y], deeper darkness[Bk], plant growth[Gn], sleet storm[Bu], snare[Gn], spike growth[Gn], stinking cloud[W], wind wall[W]
4th – blight[Gn], hallucinatory terrain*[Br], illusory wall[C], solid fog[W], spike stones[Br], stone shape[Br], wall of fire[R], wall of ice[Bu], wall of sand*[Br]

*Spell Compendium

Minnimum 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

How's it look? Also, maybe should add some spells that make dangerous plants (though those are mostly divine... hmm need to figure out what to do with that).

Owrtho

Kellus
2008-10-21, 10:21 PM
That's actually a really cool idea, as long as the gems aren't destroyed each time you cast a spell, that is, you can reuse gems. I'd also advise that any expensive material components are expended when you prepare the spell into the cloak since you can't have them on hand in Wisp Form.

The spells per day progression looks good. Charisma for bonus spells and save DCs, you figure?

I only have one more suggestion for spellcasting, I don't know if you like it or not: you mentioned that they can cast spells in normal form and in Wisp Form. How about if they cast the spells in Wisp Form they activate them as supernatural abilities instead of just arcane spells. This works both based on flavour (the cloak becomes a part of you) and also mechanically (it gives a tangible benefit to remaining in Wisp Form, since supernatural save DCs are 10 + 1/2 HD + Cha).

If you want some plant-based area effects, I'll see what I can rustle up.

Kellus
2008-10-21, 10:24 PM
A few more ideas for spells. Also, do you want them to have to learn the spells like a sorcerer, or just be able to cast them off of the entire class spell list?

1 – entangle, faerie fire
3 – deeper darkness, snare
4 – antiplant shell, spike stones

Owrtho
2008-10-21, 10:34 PM
Well, I'd say they automaticly know all their basic spells (comes from what they do, it's instinctive). But they still need the gems to be able to cast them. Also, I agree about expensive material components, but I'd like to have it that the gems as a focus replace all regular components of the spell (except xp cost and maby some rather expensive material components though I don't think any of their spells will have those). Yes the casting would be charisma based.
Good job on finding those spells (I'll add them to the above list). I'll try looking for some also. I asume its best to stay with mostly the DMG, PH, SC, and maby PH2 correct? That will be somewhat limmiting, but shouldn't be to big of an issue.

Owrtho

Owrtho
2008-10-22, 05:53 PM
Ok, lets see how this looks for their spellcasting method. Let me know what you think.

Edit: Actualy I'm starting to wonder if wisdom based spellcasting might not suit them better as they focus somewhat on knowing their surroundings and imposing their will upon them. Not sure though.

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 500 are replaced with a focus consisting of an apropriatly colored gemstone of sufficiant value sewn into their cloak with silver thread.

When casting a spell, the casting level cannot tripple 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 disapate after a day.

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.

Spells per day:
{table=head]Level | _1_ | _2_ | _3_ | _4_

1 |
3 |
-- |
-- |
--
2 |
4 |
-- |
-- |
--
3 |
5 |
-- |
-- |
--
4 |
6 |
3 |
-- |
--
5 |
6 |
4 |
-- |
--
6 |
6 |
5 |
3 |
--
7 |
6 |
6 |
4 |
--
8 |
6 |
6 |
5 |
3
9 |
6 |
6 |
6 |
4
10 |
6 |
6 |
6 |
5[/table]

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

Wisp Fire Guide Spell List:
1st – 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 – darkness[Bk], earth lock*[Br], fog cloud[W], glitterdust[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], daylight[Y], deeper darkness[Bk], glyph of warding[C], plant growth[Gn], sleet storm[Bu], snare[Gn], spike growth[Gn], stinking cloud[W], wind wall[W]
4th – blight[Gn], hallucinatory terrain*[Br], illusory wall[C], solid fog[W], spike stones[Br], stone shape[Br], wall of fire[R], wall of ice[Bu], wall of sand*[Br]
5th - blight[Gn], Commune with Nature[Br], Control Winds[W], Mind Fog[W], Mirage Arcana[Gy], Passwall[Br], Permanency[C], Persistent Image[C], Stone Shape[Gy], Transmute Mud to Rock[Gy], Transmute Rock to Mud[Br], Wall of Fire[R], Wall of Force[C], Wall of Stone[Gy], Wall of Thorns[Gn]
6th - Acid Fog[W], Animate Objects[C], Blade Barrier[C], Control Water[Bu], Find the Path[Br], Fire Seeds[R], Greater Glyph of Warding[C], Guards and Wards[Gy], Move Earth[Br], Permanent Image[C], Programmed Image[C], Wall of Iron[Gy]
7th - Animate Plants[Gn], Control Weather[W], Earthquake[Br], Mage's Magnificent Mansion[Gy], Phase Door[Gy], Reverse Gravity[Bk], Sequester[C], Sunbeam[Y]

*Spell Compendium

Minnimum 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

Owrtho

Owrtho
2008-10-30, 10:56 PM
Alright. I'm thinking I'll make the class a base class instead of a prc. So, before I change first post to do so, I'll put it here. It's a little rough and I'm trying to figure out what some good abilities would be for the dead levels (suggstions welcome).
I also made some changes to the following abilities: wisp form, guiding light, hazard spawn, wispfire.


However, befor the class revamp, an atempt at the all important material Silver Thread.

Silver Thread
Silver thread is a rather rare and covetted material for making magical cloth. It is rare because only wisp fire guides posses the skill to make it, and covetted because it allows better transmision of magical energies through it than normal thread. While on a spool it appears silver, but once woven into another material, it becomes indistinguisable 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, and at least 1 level of wisp fire guide.
If a piece equipment has at least 50sp worth of silver thread sewn into it, it will reduce arcane spell failure by 10%. For every 5gp worth of silver thead in a peice of equipment, once per day an arcane caster may reduce the increase in spell level due to a metamagic by 1.

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

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), 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

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st lvl|2nd lvl|3rd lvl|4th lvl|5th lvl|6th lvl|7th lvl|8th lvl

1st|
+0|
+0|
+2|
+2|Wisp Light Cloak, 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, trap sense +1| 6 | 3 | -- | -- | -- | -- | -- | -- | --

5th|
+2|
+1|
+4|
+4| Glowing lure (move) | 6 | 4 | -- | -- | -- | -- | -- | -- | --


6th|
+3|
+2|
+5|
+5|Wisp Form (Uncatchable), Attune Sight, Hazard spawn 15'| 7 | 5 | -- | -- | -- | -- | -- | -- | --


7th|
+3|
+2|
+5|
+5|Will o' the Wisp| 7 | 6 | 3 | -- | -- | -- | -- | -- | --


8th|
+4|
+2|
+6|
+6| Piercing Light, trap sense +1 | 8 | 6 | 4 | -- | -- | -- | -- | -- | --

9th|
+4|
+3|
+6|
+6| Hazard spawn 20' | 8 | 7 | 5 | -- | -- | -- | -- | -- | --

10th|
+5|
+3|
+7|
+7|Glowing lure (swift) | 9 | 7 | 6 | 3 | -- | -- | -- | -- | --

11th|
+0|
+0|
+2|
+2| Silver Pocket | 9 | 8 | 6 | 4 | -- | -- | -- | -- | --

12th|
+1|
+0|
+3|
+3| Hazard spawn 25', trap sense +1 | 9 | 8 | 7 | 5 | -- | -- | -- | -- | --

13th|
+1|
+1|
+3|
+3|Wisp Form (Fine)| 10 | 9 | 7 | 6 | 3 | -- | -- | -- | --

14th|
+2|
+1|
+4|
+4| ____ | 10 | 9 | 8 | 6 | 4 | -- | -- | -- | --

15th|
+2|
+1|
+4|
+4| Hazard spawn 30', Glowing lure (immediate) | 10 | 9 | 8 | 7 | 5 | -- | -- | -- | --


16th|
+3|
+2|
+5|
+5| Dark Light, Fog Light, trap sense +1 | 10 | 10 | 9 | 7 | 6 | 3 | -- | -- | --


17th|
+3|
+2|
+5|
+5| ____ | 10 | 10 | 9 | 8 | 6 | 4 | -- | -- | --


18th|
+4|
+2|
+6|
+6| Hazard spawn 35' | 10 | 10 | 9 | 8 | 7 | 5 | -- | -- | --

19th|
+4|
+3|
+6|
+6| ____ | 10 | 10 | 10 | 9 | 7 | 6 | 3 | -- | --

20th|
+5|
+3|
+7|
+7|Wisp Form (Untouchable), Hazard spawn 40', Glowing lure (free), trap sense +1| 10 | 10 | 10 | 9 | 8 | 6 | 4 | -- | --[/table]

Weapon Proficiencies: A wisp fire guide is profician 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 peices in value. This takes a Craft (weaving) check with a DC 16. If failed the silver thread is ruined but the cloak may be salvaged with a DC 5 Craft (weaving) check. A wisp light cloak is considered a masterwork item but has no enhancments it did not already have.

Spellcasting: See previous post. Wisp fire guides recieve nor arcane spell failure penelties from light armor.

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.

Table: Size Modifiers in Wisp Form
{table=head]Size Modifier|Diminutive|Fine
Armour Class|+4|+8
Attack Rolls|+4|+8
Constitution|-2|-2
Dexterity|+6|+8
Grapple Checks|-12|-16
Hide Checks|+12|+16
Strength|-6|-8[/table]

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. 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.

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), they may reattempt their will save to stop following you. 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 innately knows where all dangers around him are. At level 1 they can detect the exact locations (but not 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). Wisp fire guides only maintain the knowledge of where such dangers are while in wisp form (note: this is likely best handled by letting them know if the are about to move into a trap, or pointing them in the direction of traps when they ask for where they can quickly lead an enemy).
{table=head]
Surroundings|
Relevant Knowledge Type

buildings and manmade structures | architecture and engineering
outdoors | geography
caves and other subterranian | dungeoneering
natural areas | nature
Any* | local[/table]
*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.

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.

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 hame 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'.
{table=head]
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 Wet (liquid filled) | +10 Dry (liquid filled) | +3 per 5 DC of first square
Plants | natural | 15 -1 per 3 ranks in Knowledge (nature) | -5 existing plantlife | +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 Poisen, 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
[/table]

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. Upon gaining a d3 of damage, the wisp fire guide may choose to make it cold damage or fire famage. 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. When used against creatures under the influence of the wisp fire guide's guiding light ability, the range is increased by 5', the attack role gets a +2 bonus, and an additional 1d3 force damage is delt.

Will o' the Wisp (Su): At level 5 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.

Attune Sight (Su): At 5th level, you gain the ability to attune others to your shroud of darkness. 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 20. 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 you generate while in Wisp Form, either though the Darkness class feature, the Dark Light class feature, or even a darkness spell. This even lets them see through deeper darkness generated by any of the same means.

Piercing Light (Su): At level 8, 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 nor visible to blind creatures. The wisp fire guide may choose weather it illuminates the surroundings in such conditions.

Silver Pocket (SU): At level 11, a wispfire guide can weave a pocket into his wisp light cloak using 200gp worth of silver thread. The pocket has enough space for 1 small item. The wisp fire guide can have 1 pocket per 5 class levels rounded down. It takes a Craft (weaving) check with a DC of 30. They may expand the capacity of the pocket by 1 tiny item by adding 5 to the DC (this may be done multiple times). If the check fails the silver thread is ruined but the wisp light cloak is otherwise undamaged. Any items stored in these pockets have their weight reduced by 50%. In addition, when in wisp form, a wisp fire guide may take items out of these pockets or have items they are in contact with teleported into these pockets. Removing a pocket from the cloak takes a DC 15 + 2 per boost Craft (weaving) check. If failed, the cloak is damaged (takes a craft (weaving) check of a DC equal to twice what you failed by and 5sp worth of silver thread per DC), and you take 2d4 fire or cold damage or 1d8 force damage depending on your main wisp fire damage type. While damaged the cloak will be unable to be used for wisp fire guide abilities and the pockets will not function. The pocket in question is fully removed when the cloak is repaired.

Dark Light (Su): At 16th level a wisp fire guide can attach a black gemstone of at least 700 gold pieces in value to their wisp light cloak using silver thread. If they do so, when they enter wisp form, they may choose to be a dark light wisp. This causes a their light to illuminate 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). To stop doing so, a wisp fire guide must leave wisp form and re-enter it not choosing dark light wisp form. If it can do so, a wisp fire guide may choose to enter both dark light wisp and fog light wisp form at the same time.

Fog Light (Su): At 16th level a wisp fire guide can attach a white gemstone of at least 700 gold pieces in value to their wisp light cloak using silver thread. If they do so, when they enter wisp form, they may choose to be a fog light wisp. This causes a their light to make a dense fog accumulate everywhere it illuminates. This causes them to seem to be the center of a Fog Cloud spell that follows them. To stop making fog, a wisp fire guide must leave wisp form and re-enter it not choosing fog light wisp form. If it can do so, a wisp fire guide may choose to enter both dark light wisp and fog light wisp form at the same time.

Current version (http://www.giantitp.com/forums/showpost.php?p=5274484&postcount=31)
__________________________________

Well, this is still a work in progress. Let me know what you think. There are probably more abilities to come (hope to get rid of the dead levels), and I am open to suggestions. Also, the spellcasting is likely to change soon.

Owrtho

Owrtho
2008-11-06, 11:24 AM
So... any thoughts on the two versions of the class? I'd like to be able to finnish this, but am not quite sure how the base class version looks so far.

Owrtho

AsuroftheStair
2008-11-06, 08:51 PM
As Kellus has been saying, this class has a really awesome & unique concept behind it. I personally am slightly inclined toward the prestige class since this has less opportunity for variety than other base classes, but that can change, especially with the spell selection.
General Thoughts:

You could rename Wisp Touch to "Ghostly Presence" or "Ghostly Passing"
In the Danger Sense ability (both versions) you say that it's radius increases "for every point in Trap Sense". It works better for the prestige class version then the base class, since you probably are not going to have any other class
Wisp Fire: Force can be extremely powerful since it can attack incorporeal creatures directly. I'd recommend the conversion rate to be 2 elemental die -> 1 force dice of damage. But then, unless he has attack spells, I'd think that upping the damage (either to d4s or to 1 die/level) would be good since this would be his primary attack mode (unless, of course, his spells are good enough to replace attacks)
Finally, for Wisp Form, Humanoid AC still applies. Though I'd normally be inclined to say that it shouldn't be applied until a certain level, this should be something playtested

That silver thread is EXTREMELY valuable. I'd say that the truly magical properties should be really expensive (2,000 and 1,000 at least). Or you could change it to an XP reduction item: "If a spellcaster creating a cloth magical item uses Silver Thread equal to 1/25th the item's price, reduce the XP cost by 10%"
Other than creating the spell-list (which I'll try to help with, and may create some spells for it), I'd say that they should be play tested! Should be a very entertaining class.

Owrtho
2008-11-06, 10:57 PM
Alright:

1‣ I like that, but instead of ghost, I'll use "Wisp Presence"
2‣ Acualy, I ment to add Trap Sense every few levels in the base class version. it must have been lost in the job of converting it.
3‣ It is 2 elemental die to 1 force die. Thoguh the force die are 1d6, I think that 1d6 is worse than 2d3. As for upping the damage, I think it's better to leave as is. While that is their primary attack, the class is more focused on making traps and leading enemies into them. For example there is the Hazard Spawn ability. This along with (hopefuly) numerous spells that have simmilar effects (like evards black tentacles eventualy, but also the various toxic clouds and thorns/spikes).
4‣ Not sure what you ment here...

5‣ Well, I don't want it to be too valuable, else it will be free money practicaly (due to the ease with which they make it. as in, hmm, I got 1sp, change it to silver thread, sell to shop for Xsp, repeat). If it's too valuable, then the wisp fire guides can become easily rich (course the need for valuable gemstones offsets that some but still...). Maby it suold be limited number of times per day per level that it can be made though.
As for the XP cost reduction, not sure if that quite makes sense as the wispfire guide doesn't have any (despite having a cloak with much more than 1/25 value silver thread in it, but hopefuly they won't have any xp cost spells). I'd thought the spell failure reduction made sense due to the fact they use it to channel their magic. But the xp cost reduction could be good also. I'll think about it.
6‣ Yay, spell list help. Playtesting, is a definite must. I may even look into playing online to try it.

Owrtho

Owrtho
2008-11-07, 03:11 AM
Added phb spells for levels 5 through 7. Looking at it, some of those could be evil (such as Phase Door with the trigger of following you, going strait into the ground...). I'll probably look through the Spell compendium this weekend. Any help with the spell list is still welcome though. Also added the silver pocket ability. It probably needs rewording, but it's late here.

Owrtho

AsuroftheStair
2008-11-08, 02:19 AM
4. Ex. A druid in wild shape does not normally gain the benefits of his/her armor. I got the sense that this class allows the armor bonus to be used, and found this possibly objectionable, but as I said this should be playtested.
5. I did not mean that this bonus would apply for XP cost spells, instead that if the Wispfire Guide chose to make his cloak (or any other cloth item)into a magical item that this XP bonus would apply. If you keep the cost for arcane spell failure this low, you'll get 4th level wizards (or wispfire guides w/feats) adventuring in full-plate armor. To get a one-time non-magical 5% decrease in Arcane Spell failure is 1,000 gp according to Dragon Mag, and the magical 10% equivalent is, in essence 3,000 gp (since you have to enchant armor with a +1 Bonus first).
I tried a go at making the Silver Pocket ability more succinct, though it may not be the best:

Silver Pocket (Su): At level 11, a wispfire guide can weave a pocket into his wisplight cloak using 200gp worth of silver thread if he succeeds at a DC 30 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 15 + 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 and cold damage. 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.

I looked through the spell list, and made a list of the gem colors that were not represented at each level:
1st: brown, blue
2nd: blue, clear, green,
3rd: brown, gray, red
4th: black, gray, yellow
5th: black, blue, yellow
6th:black, green, white, yellow
7th: blue, red,

When looking overall at the list, I only wondered if Blight should changed to black (I know it fits with plants, but this kills the plants), and if three spells were necessary (as far as flavor): Blade Barrier, Gust of Wind, and Wall of Force.

Then I also looked through the Player's Handbook (marked with * below) and the Complete Divine. I didn't look too deep into them, and some I threw in, like Fire Wings, simply to fill in the color of that level. These gaps may also be good levels to add new spells. Anyways:
1st: Pass without Trace [Br or Gr]*
2nd: Summon Swarm [Bk]*, Wood Shape [Gr]*, Hypnotic Pattern [C]*, Creeping Cold [B]
3rd: Cloudburst [W], Fire Wings [R], Stone Shape [Gy]*,
4th: Languor [Bk], Murderous Mist [W]
5th: Binding Winds [W], Insect Plague [Bk]*
6th: Anger of the Noonday Sun [Y], Liveoak [Gr]*, Miasma [W], Phantasmal Disorientation [C],
7th: Creeping Cold, Greater [B]

Also, I had the idea of "Gem Abilities" for 16th level, that only two could be active at a time. All of the following would be gained at 16th level when a 700gp gemstone of the appropriate color was attached, and the wispfire guide may only take two lights at the same time.

Forest Light: By attaching a green gemstone, those that are enraptured by the wispfire guide's light pass without trace as the spell.
Nereid's Light: By attaching a blue gemstone, the wispfire guide and those attuned or enraptured gain Water Breathing.
Star Light: By attaching a clear gemstone, the wispfire guide does not need to make concentration checks to stay extinguished, though the area is filled with a dim light.
By attaching a red gemstone, either
Demonic Light: The wispfire guide may choose to have a bonus to intimidate checks (or diplomacy checks with evil outsiders) equal to class level.
or
Fey Lights: the Wispfire Guide may create a number of dancing lights equal to 2 times class level

Owrtho
2008-11-08, 03:26 AM
Well, once I look at those spells but befor that:

4. Ah, thought it was obvious they didn't get benefits of their armor. I'll have to fix that.

5. Oh, that makes a lot more sense. Lol. That would also fit its nature of conducting arcane energy.

3. Good job, worded much better. Only change would be to the damage to make it fit how I'd said it (I'd wanted it to do 2d4 cold damage, 2d4 fire damage or 1d8 force damage based on what they had the most die of damage in for their wisp fire ability).

As for the colors missing each level, thats cuz it can be hard to findsuitable spells (atleast in the phb).
As for the spells, I can't say for all of them till I look them up, but the basic idea behind the spell selection is: a wisp fire guide focuses on leading enemies into dangers so as to hurt them. Thus it's spells focus on hidding dangers or making them. As the wispfire guide is also basicly a ball of fire, they have a few light spells thrown in. I also didn't want the spells to be limmited to a wilderness type feel as I figured that while some guides would prefer the outdoors, others would also likely be in cities or dungeons (infact the knowledge thing kinda alows for such choices).
Blade barrier is there as a spell to set a trap. All the guide has to do is move to the other side of it and lead the people through.
Pass without trace is not in the spell list for similar reasons freedom of movement isn't. I also added it to the point when they get freedom of movement in wisp form. I hadn't realized that freedom of movement didn't have that built in. In general though, their spells aren't realy tailored to such. Also, I have stone shape. Its just brown. Cuz now that I look at it, I realize I had been using brown for all stone and earth while grey was for smoke and such (as opposed to mist, fog, and darkness). I should probably look into determining which way to use it and make it more uniform.

For the gem abilities, first, I should probably up the price of the gem. 700 isn't too much for such abilities it seems. That aside, some of those seem intreaging. I'd not been looking at it so much in terms of beneficial abilities, but I might use some of those. Given that there are 9 basic gem colors, I think it might be a good idea to do something like 3 obscuring (examples would be the darkness and fog), 3 harmful (maby something to freeze or heat up the surroundings, though not likely to have normal damage effects), and 3 beneficial (like what you made). (note fey lights would be a yellow gem, as it mimics a light producing spell).

Also, just noticed that while not so much gameplay wise, the pass without trace one is quite evil flavor wise. I mean, a wisp fire guide that lives by leading people astray into the forrest with that would be able to make them untracable while following him. I could see them luring people away from campsites and groups and no one being able to find them.

Some ideas though would be
Burning light: By attaching a red gemstone, the wispfire guide may have a burning hot light. All fire or heat damage delt within this light is increased by 1 per die. All cold damage delt within this light is decreaded by 1 per die. All ice within this light also will melt.

Freezing light: By attaching a blue gemstone, the wispfire guide may have a freezing cold light. All cold damage delt within this light is increased by 1 per die. All fire and heat damage delt within this light is decreaded by 1 per die. All water within this light also will freeze.

Owrtho

Owrtho
2008-11-09, 04:31 AM
Alright, went through the spell compendium (there are alot of spells in there...), and here are the spells I found that seemed would work best (in addition to those already listed).

1st - Animate Fire[R], Animate Water [Bu], Animate Wood[Gn], Caltrops[Gy], Cloudburst[Bu], Cold Fire[Bu], Raging Flame[R]
2nd - Body of the Sun[R], Briar Web[Gn], Cloud of Bewilderment[W], Dark Way[Bk], Easy Trail[Br]
3rd - Contagious Fog[W], Corona of Cold[Bu], Crumble[Gy], Holy Storm[Bu], Nature’s Rampart[Br], Shatterfloor[C], Sink[Bu], Standing Wave[Bu], Vine Mine[Gn], Wall of Light[Y]
4th - Blistering Radiance[Y], Bloodstar[R], Lay of the Land[Br], Metal Melt[Gy], Poison Vines[Gn]
5th - Cold Snap[Bu], Doomtide[Bk], Lucent Lance[Y], Miasma of Entropy[Bk], Moon Path[C], Shadowfade[Bk], Shard Storm[C], Spiritwall[C], Wall of Limbs[Bk]
6th - Anarchic Storm[Bu], Anger of the Noonday Sun[Y], Freezing Fog[W], Howling Chain[Bk], Illusory Pit[C], Phantasmal Disorientation[C], Ray of Light[Y], Tunnel Swallow[Br], Wall of Gears[Gy]
7th - Energy Transformation Field[Br], Shifting Paths[Br], Storm Tower[W]

Also, because it seems to do just about everything that a wisp fire guide could want to the terain, I'm thinknig of giving them Shadow Landscape[Bk] as a supernatural ability usable something like once a week as a high level ability (would also require something like 5 dedicated black gemstones of around 2000 gp in value). Then maby as their main capstone ability, make it so they can imbue their wisp form with it in an expensive/difficult proccess that couldn't be used with any of the other wisp forms and would be of shorter radius and without the guardians.

Owrtho

Owrtho
2008-11-09, 08:41 PM
Alright. First, looking at how their spells work and the number of spells t seems they will have. I'm thinking I should limmit the number of spells that can be cast through a given gemstone to either a combine spell level of the highest it can support (a gem that costs 100gold can be used to cast 1 level 2 spell or 2 level 1 spells) or double that (a gemstone that costs 100gold can be used to cast 2 level 2 spells, 2 level 1 spells and a level 2 spell, or 4 level 1 spells). That would help limit their power given that they require no material, stomatic, or verbal components and the only focuses they need are the gems in their cloak.

Now then. I'm thinking of giving them the ability to cast Shadow Landscape[Bk] as a subernatural ability at level 17. so here is my thoughts on how to do it.

Shadowland Gems (Su): At level 17, a wisp fire guide can weave 5 black gemstones into his wisp light cloak alowing him to cast Shadow Landscape as a supernatural ability once per week. Doing so requires 5 black gemstones of atleast 2000gp in value. Each must be prepared requiring a craft (gemcutting) check of DC 40. 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 50 craft (weaving) check. Failure renders the silver thread useless but has no other negative effects. Once all 5 gemstones are set in the wisplight cloak, 10gp of silver thread is required to link them requiring a DC 55 craft (weaving) check.

Now then, gor the wisp form abilities, my thoughts are as follows:
there should be three catigories each with three forms.
First there would be the obscuring catigory. This would be ones like the fog, darkness, and one other (not sure what)
Then there would be the hazard catigory. This would have ones like hight heat or cold, and some other(s).
Then there would be the guide catigory. This would have ones like the forrest and path ones.

Now for the ones I've figured out so far.

Obscuing:
[Bk] Dark Light: Causes deeper darkness instead of producing light, though wisp is still clearly visable.
[W] Fog Light: Ligh produces dense fog, though wisp is still clearly visable.
???

Hazard:
[Bu] Cold Light: Causes effect of cold snap spell as if cast at half class lever within light of wisp. All non magical water in light freezes.
[R] Burning Light: Causes all fire within light to be affected as by the Raging flame spell and raises the temperature by 5 degrees per 2 class levels (see heat dangers DMG pg 303) to a maximum of a 50 degree change (maximum temperature of 140° F). All non magical ice in light melts.
or
[R] Bloodstar Light: You act are treated as a bloodstar created by the bloodstar spell. Your light also takes on a red hue.
???

Guiding:
[Gn] Forest Light: By attaching a green gemstone, those that are enraptured by the wispfire guide's light pass without trace as the spell.
[Br] Path Light: As long as a creature is exposed to your light, it finds a clear path leading to you. If there is not a pathe, 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 them or they leave your light.
[Gy] Tunnel Light: Your light shines through solid wood and stone. Creatures that perceive it find a path through any obstructions as if created by the passwall spell except only they can use it. If the light ceases to shine on the area, it is treated as if the tunnel swallow spell is cast on it befor the passwall is dispelled. The wisp fire guide may also passwall as standard action as if cast at 1st level.

colors not yet decided upon/lacking ideas:
[C] - Clear (maby something with illusions, probably will be last obscuring one but maby not)
[Y] - yellow (could be obscuring or hazard, could also be guiding if I can figure out a better idea for it than those already there).

Well anyways those are subject to change. Let me know what you think (seems like some may be overpowered but I'm not sure). Suggestions are also welcome.

Owrtho

AsuroftheStair
2008-11-10, 01:55 AM
3. How do you determine what die they most often use? Do they declare what die type they use whenever they gain a die? I wasn't clear on that, so I did take the liberty

I'd agree with upping the price for gem abilities... maybe 1,000 gp?
I also like making patterns out of the different gem abilities
I really like the Shadow Landscape idea, but I think that the Craft DCs should be toned down. (DC 50 Weaving couldn't even be accomplished until they were 20th level probably, unless they had a generic “+10 to Craft (Weaving) Checks for 2,000 GP” item. I suppose you're assuming that the PCs are taking 20 on these checks?


Given the really different play-style of the wispfire guide, he does merit some power. The only problem is a party of PCs using Tunnel Light to sneak past anything (save for the fact that wood and stone suddenly disappears) and the guide using this to make holes under people's feet then leaving them there. What radius are the gem-abilities anyways?
I thought of new abilities:
[C] Fearful Light: In the pure white light of the wisp, people see their worst nightmares (as a phantasmal Fear spell, but in a circular area) (Hazardous)
[C] Deluding Light: When a person is entranced by the wispfire guide's light, they suffer a -10 penalty on will saves vs spells the wispfire guide casts. (Obscuring?)
[Y] Dazzling Light: The fey light created by attaching a yellow gemstone to the cloak causes people to suffer the effects of (Confusion or Blindness, we'll have to decide). (Hazardous)

Owrtho
2008-11-10, 02:29 AM
3. How do you determine what die they most often use? Do they declare what die type they use whenever they gain a die? I wasn't clear on that, so I did take the liberty

It says in the wisp fire ability description. They choose upon gaining a new damage die. If they have both fire and cold they merge to make force.



I'd agree with upping the price for gem abilities... maybe 1,000 gp?
I also like making patterns out of the different gem abilities
I really like the Shadow Landscape idea, but I think that the Craft DCs should be toned down. (DC 50 Weaving couldn't even be accomplished until they were 20th level probably, unless they had a generic “+10 to Craft (Weaving) Checks for 2,000 GP” item. I suppose you're assuming that the PCs are taking 20 on these checks?


Yah, 1000 or 1250 gp would likely be good.
By patterns do you mean the shadow landscape having the 5 linked or the the manner of splitting them up?
Well, I was making them slightly higher than the DC's for a level 9 spell gem. Looking at that I think I'll give guides a boost to gemcutting and weaving checks. Maby +1 per 2 levels. I'd forgotten about the taking a 20. I'd looked at it as: 20 ranks, +3 int bonus, +2 for good tools, +5 or so from other equipment boosts. totals to 30. That gives you 50 on a 20 rolled. But yes, it is a little high.


Given the really different play-style of the wispfire guide, he does merit some power. The only problem is a party of PCs using Tunnel Light to sneak past anything (save for the fact that wood and stone suddenly disappears) and the guide using this to make holes under people's feet then leaving them there. What radius are the gem-abilities anyways?

I'd thought that would be the one with the problem if any had one. Also, I'll point out it's only wood and stone between people and the wisp fire guide that disapears, and it only is gone for them.
As for gem radius abilities, well, it is equal to your light radius. That starts out at the light radius for a torch (20' radius or 4 squares in all directions). I think I should have it scale though (maby 5' more feet every 3rd level).


I thought of new abilities:
[C] Fearful Light: In the pure white light of the wisp, people see their worst nightmares (as a phantasmal Fear spell, but in a circular area) (Hazardous)
[C] Deluding Light: When a person is entranced by the wispfire guide's light, they suffer a -10 penalty on will saves vs spells the wispfire guide casts. (Obscuring?)
[Y] Dazzling Light: The fey light created by attaching a yellow gemstone to the cloak causes people to suffer the effects of (Confusion or Blindness, we'll have to decide). (Hazardous)

Hmm, those have potential. I'd say that in the fearful light case the phantasm should always be at the edge of the light causing them to flee in the direction of the light.
Deluding lights is kinda evil. It's like adding 10 the DC of their guiding light ability. And all their spells with will saves are buffed too (not sure if they have any though).
Dazzling light could be dangerous to. For one thing by level 16 they have the ability to have their light peirce through blindness (atleast for the purposes of the guiding light ability) . However, the blind creatures can't see any hazardous terain to avoid it. So they can be easily lead to their death.

Also, as a capstone, I'm also going to make a Shadowland Light. It will make all land touched by your light fall under the effects of the shadow landscape spell (though no guardians), and be unusable with other wisp forms (as opposed to the others which can be used 2 at a time). It will require 9 black gemstones. one of atleast 2500 gp in value, and 8 of around 1800gp in value. The way I've decided the lights will work is that they will be made as the clasps of the cloak (at the neck, 1 on each side), so you can only have 2 on a given cloak (not that your limmited to the number of cloaks you have, but you can only wear 1 at a time and you can't use the gems in one your not wearing to cast your spells). The shadowland light will require using both sides (the large gem will have to be properly split and then 4 lesser ones on each side).

Owrtho

Owrtho
2008-11-10, 06:55 PM
Alright, lets see bout doing Shadowscape Light. (also, given the rapidly increasing dc of preparing gemstones for spells, I've decided that I'll give them wisp fire guidea an ability that grants them a boost to their craft (gemcutting) equal to their class level and a boost to their craft (weaving) equal to half their class level (rounded down minimum 0).)

[Bk] Shadowscape Light: A wisp fire guide of level 20 or higher can make a afix a clasp of 9 black gemstones to their wisp light cloak alowing them to enter shadowscape wisp form. When in shadowscape wisp form, all touched 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 atleast 2500gp in value, the other 8 of atleast 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 65. After all that is done the 8 1800gp gemstones must be set with a craft (weaving) check of DC 60 requiring 10gp worth of silver thread. If this is failed then the clasp must be salvaged with a DC 55 craft (weaving) check requiring 5gp worth of silver thread after which you must still st 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). Unlike other wisp forms, you can not use Shadowscape wisp form with any other wisp forms.

What do you think?

Owrtho

Heliomance
2008-11-10, 06:59 PM
That DC is obscene. No way you can make DC 120 until a long way into epic.

Owrtho
2008-11-10, 07:11 PM
Lets see, it combine gemcutting and weaving (as in you add them), so, at lv 20 you can have 23 ranks in each, gemcutting gets +20, weaving gets +10, assuming a +3 int mod meaning +6 between the 2, and masterwork tools grand +2 to each. That totals at about an 86 base. Which makes me realize I counted some numbers wrong and it should be DC 100.

I'll fix that.

Owrtho

AsuroftheStair
2008-11-11, 12:24 AM
I realize that some sections I should have read more in-depth about, but otherwise:

When I said “patterns”, I meant thinking in the mindset of “we have 3 of this, 3 of this, and 3 of this”. A small matter.
You could go either way about the bonus to craft checks. Just makes it out of the reach of non-weaver & gem-crafter classes.
Deluding lights: they do (in essence) add to the DCs of all illusion spells. I originally thought of a light that could generate illusions, but I thought that was too powerful
Clasps for the lights are an awesome idea. Can you enchant the clasps, or do they have too much magic to be enchanted? Just something to think of.
For the Shadowscape Light: part of me wants this to be an epic level feat, but I could honestly go either way. However, bit of clarity: 8 lesser gems totaling 1800 gp or each of them is 1800?

Otherwise, it may be good to stop here and playtest before over complicating or over working this really interesting and innovative class. Great job!

Owrtho
2008-11-11, 01:01 AM
Ah, thats sorta what I was thinking.
Well, the reason is the formula I use for the regular gems for spell casting would otherwise put high level spells out of reach.
Makes sense. I had thought along the same lines and found the same issue.
Well, the clasps are realy just a silver peice with a gemstone set in it. Each one is one side of the cloak so you can have 2 at a time. The shadowscape one is the exception in that it requires both sides. They probly aren't enchantable as it is generaly put a container for holding and focusing arcane energy into a specific outlit.
1800gp each. I thought that I'd made it clead by saying costing 1800gp apeice, but maby that's just me. ya know, I could see that as an epic level feat too. But maby it should be left as a capstone for now and then scaled up if it is found to be too powerful.

Well, then it seems all that would be left would be to compile it all one more time befor playtesting. I can probly get it done by tomarrow night provided nothing comes up. Also, I should add something to the light clasps for switching them out probly. Maby make it add 15 to the DC, or 20 if your modifying ones already made to be removable. Then it would be a full round action to take one off or put one on.

Also, looking at it, it seems kinda funny to think of some awsome rougish character sudenly whipping out their sewing needles and thread to start working on their cloak.
Also will add some more fluff to their spellcasting. Mainly that the gemstones sewn on blend in so as to be unnoticable (sorta like the silver thread), until energy is channeled through them at which point they shine as if with some inner light.
Seems to like a wisp fire guide on his own turf is a force to be reconed with. I mean, a few days of prep, some xp spent on making perminant spells, etc. and you have a field of death that they can run you through at their leisure. In fact that sorta setting could be a good basis for quests. Sorta like "people have recently begun disapearing in _____ forest and there is a reward for anyone who can find the cause and stop it." (or stop the wisp fire guide if they are known of).

So, random coments aside, any volunteers to playtest the class and keep me updated? If its onling I might look into trying to join myself but I doubt I'd be the best person to do the playtesting myself (I've not got much playing experiance... And would likely be biased).

Owrtho

Owrtho
2008-11-11, 07:51 PM
Ok, here is the (hopefully) ready for playtesting version.

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, and at least 1 level of wisp fire guide.
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

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), 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

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st lvl|2nd lvl|3rd lvl|4th lvl|5th lvl|6th lvl|7th lvl

1st|
+0|
+0|
+2|
+2|Wisp Light Cloak, Wisp Form (Diminutive), Guiding Light, Danger Sense, Trapfinding, Practiced Skills| 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, 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'| 7 | 5 | -- | -- | -- | -- | --


7th|
+3|
+2|
+5|
+5|Will o' the Wisp, Piercing Light| 7 | 6 | 3 | -- | -- | -- | --


8th|
+4|
+2|
+6|
+6| Attune Sight, trap sense +1 | 8 | 6 | 4 | -- | -- | -- | --

9th|
+4|
+3|
+6|
+6| Hazard spawn 20' | 8 | 7 | 5 | -- | -- | -- | --

10th|
+5|
+3|
+7|
+7|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', 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| ____ | 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, 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' | 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', Glowing lure (free), trap sense +1| 10 | 10 | 10 | 9 | 8 | 6 | 4 [/table]

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. If failed the silver thread is ruined but the cloak may be salvaged with a DC 5 Craft (weaving) check. 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 500 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.

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.

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.


Minimum gem value per spell level
Level | Gem Value

1 |
50gold

2 |
100gold

3 |
200gold

4 |
350gold

5 |
550gold

6 |
800gold

7 |
1100gold

8 |
1450gold

9 |
1850gold

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

Wisp Fire Guide Spell List:
1st – Animate Fire*[R], Animate Water* [Bu], Animate Wood*[Gn], Caltrops*[Gy], Cloudburst*[Bu], Cold Fire*[Bu], Entangle[Gn], Faerie Fire[Y], Grease[Y], Net of Shadows*[Bk], Obscuring mist[W], Raging Flame*[R], Silent Image[C], Wall of Smoke*[Gy]

2nd – Body of the Sun*[R], Briar Web*[Gn], Cloud of Bewilderment*[W], Dark Way*[Bk], Darkness[Bk], Earth Lock*[Br], Easy Trail*[Br], Fog Cloud[W], Gitterdust[Y], Gust of Wind[W], Inky Cloud*[Bk], Malevolent Miasma*[Gy], Pyrotechnics[R], Wall of Gloom*[Bk], Wood Shape[Gn]

3rd – Blacklight*[Bk], Contagious Fog*[W], Corona of Cold*[Bu], Crumble*[Gy], Daylight[Y], Deeper Darkness[Bk], Glyph of Warding[C], Holy Storm*[Bu], Nature’s Rampart*[Br], Plant Growth[Gn], Shatterfloor*[C], Sink*[Bu], Sleet Storm[Bu], Snare[Gn], Spike Growth[Gn], Standing Wave*[Bu], Stinking Cloud[W], Vine Mine*[Gn], Wall of Light*[Y], Wind Wall[W]

4th – Black Tentacles[Bk], Blistering Radiance*[Y], Bloodstar*[R], Hallucinatory Terrain*[Br], Illusory Wall[C], Lay of the Land*[Br], Metal Melt*[Gy], Poison Vines*[Gn], 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.

Table: Size Modifiers in Wisp Form
{table=head]Size Modifier|Diminutive|Fine
Armour Class|+4|+8
Attack Rolls|+4|+8
Constitution|-2|-2
Dexterity|+6|+8
Grapple Checks|-12|-16
Hide Checks|+12|+16
Strength|-6|-8[/table]

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.

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), they may reattempt their will save to stop following you. 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 innately knows where all dangers around him are. At level 1 they can detect the exact locations (but not 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). Wisp fire guides only maintain the knowledge of where such dangers are while in wisp form (note: this is likely best handled by letting them know if the are about to move into a trap, or pointing them in the direction of traps when they ask for where they can quickly lead an enemy).
{table=head]
Surroundings|
Relevant Knowledge Type

buildings and man-made structures | architecture and engineering
outdoors | geography
caves and other subterranean | dungeoneering
natural areas | nature
Any* | local[/table]
*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.

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.

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'.
{table=head]
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 Wet (liquid filled) | +10 Dry (liquid filled) | +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
[/table]

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. 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. When used against creatures under the influence of the wisp fire guide's guiding light ability, the range is increased by 5', the attack role gets a +2 bonus, and an additional 1d3 force damage is dealt.

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

__________________________________

If you see any obvious mistakes let me know. As stated above this should be ready to playtest.

Owrtho

Owrtho
2008-11-16, 02:00 AM
So does anyone have any comments or suggestions on this?

Owrtho

Owrtho
2008-11-17, 12:19 AM
Fixed an error I noticed with the BAB, Fort saves, Ref save, and Will saves on the table.

Owrtho

Owrtho
2008-11-18, 10:50 PM
Found and fixed a few errors in skill descriptions pertaining to the level they are gained. Also reworded the Attune Sight ability description and made it require level 8 while making Piercing Light only require level 7.

Owrtho

periscope69
2008-11-20, 02:03 AM
I love this class. It is unique and making it with a will o the wisp theme is neat.

I would like to make a few suggestions though:

I would lower some of the Craft (Sewing) DC's since you don't get as big a bonus to it as you do the Craft (Gemcutting).

I would increase the spell casting to 9th level spells & lower the spells per day to match the sorcerer's since this is reminding me a little bit of the warmage and the dread necromancer since it automatically knows all the spells on its class list.

Redo the spellcasting section involving sewing gems into your cloak (it's a little wordy and confusing).

In fact I would remove the part about having to sew the gems into your cloak. Not only will that get expensive but the part about "The combine spell level of all spells channeled through a gemstone in one day cannot exceed double the max spell level it can be used for." is gonna make it so that your cloak is going to be MADE of gemstones (and someone going around in a cloak made of gems is gonna look weird even by DND standards).

Instead I would remove the limit on the number of spells that can be channeled through the stone each day and have the character simply have them on their person.

Also on the clasps for your cloak. You can use 2 different ones at a time right? Or do both parts of the clasp have to be the same gem type to gain the effect? How many clasps can I have on my cloak at once? Do I need to make a Craft (Sewing) check to remove them and put new ones in? How long does it take to switch them out.

I would suggest that the Maximum height that you can fly to in wisp form be removed at some point in the class progression (I'd say around level 10 since that's when Raptorans gain the ability to fly unhindered).

Owrtho
2008-11-20, 01:22 PM
I love this class. It is unique and making it with a will o the wisp theme is neat.

Glad you like it.


I would lower some of the Craft (Sewing) DC's since you don't get as big a bonus to it as you do the Craft (Gemcutting).

I might do that. I'll have to look at how the dc for it progresses, but I don't know that it needs it.


I would increase the spell casting to 9th level spells & lower the spells per day to match the sorcerer's since this is reminding me a little bit of the warmage and the dread necromancer since it automatically knows all the spells on its class list.

While it has many spells it can cast per day, they are limmited by thee need for gemstones. This should balance it out.


Redo the spellcasting section involving sewing gems into your cloak (it's a little wordy and confusing).

I'll try, but wording such things is one of my main problems.


In fact I would remove the part about having to sew the gems into your cloak. Not only will that get expensive but the part about "The combine spell level of all spells channeled through a gemstone in one day cannot exceed double the max spell level it can be used for." is gonna make it so that your cloak is going to be MADE of gemstones (and someone going around in a cloak made of gems is gonna look weird even by DND standards).

The expensiveness is supposed to be one of the limmiting factors on their magic. The magic is also more for augmenting their other abilities than for being their main powers. The limit on the number of spells they can channel through a stone per day was to help limmit their casting power. They already have all verbal, material, stomatic, and other focus components removed from casting. As for it looking odd, I thought I noted that once sewn on, the gems are only vissible when activly channeling energy. It is like the silver thread which, nommatter how much is used, never seems to add to what it is being used for (unless it is the only thing being used in the weave). Thus, their cloake would always appear pure black unless they're casting a spell at which point it will look to have one gemstone sewn on it (the clasps are an exception).


Instead I would remove the limit on the number of spells that can be channeled through the stone each day and have the character simply have them on their person.

see above.


Also on the clasps for your cloak. You can use 2 different ones at a time right? Or do both parts of the clasp have to be the same gem type to gain the effect? How many clasps can I have on my cloak at once? Do I need to make a Craft (Sewing) check to remove them and put new ones in? How long does it take to switch them out.

I've underlined the relevant parts.

Wisp Light Clasps (Su): A wisp fire guide af at least level 16 has the ability to make wisp light clasps. Wisp light clasps require a gemstone of the approprite color of atleast 1250gp in value and 7gp worth of silver thread. The gems must be prepared taking a DC 52 craft (gemcutting) check. They must then 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. Attatching 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 catigories and their effects are as follows:

The Shadowscape Light Clasps are (as stated), and exception in being two parts and thus cannot be used with others.


I would suggest that the Maximum height that you can fly to in wisp form be removed at some point in the class progression (I'd say around level 10 since that's when Raptorans gain the ability to fly unhindered).

That isn't going to be removed. The height limit is because they don't actualy fly. They can only hover. If there was a hover movement type I would have used that instead. However there isn't and as they don't actualy touch the ground they use fly speed instead of normal movement.

Owrtho

Owrtho
2008-11-20, 03:18 PM
I looked through DCs and readjusted them to be possible. They all assume you have max points in that skill for the level you get it at, an int of 10 (except for the shadowscape clasps which assume int of 16), and that you are using tools to avoid the -2 penelty to improvised tools. They also are set to mostly require at least a roll of 10, with many requireing rolls of 13 to 18 (only some of the late level ones require rolls of 18).

Owrtho

Owrtho
2008-11-24, 07:27 PM
Due to the cost of gemstones at low levels, I changed the maximum total spell levels of spells channeled through a gemstone in a day to triple the max spell level it can handle instead of double. I also corrected spelling. If anyone wants to playest it, feel free to do so and let me know how it goes.

Owrtho

sigurd
2008-11-24, 10:40 PM
I'm going to try this for an NPC.

I suggest however that the whole gem reliance thing is awkward.

Why not just limit their number of spells per day, perhaps with a bonus from Wisdom?

I would however require the clasps of their cloak be made by an existing whisp fire guide (Or be given by the fey or something).

IMC. I'm tying them to the fey courts. They live on the borders between fey and the main world with their own mysterious motives.


Sigurd

Owrtho
2008-11-24, 11:00 PM
I'm going to try this for an NPC.

Good to know. Let me know how it turns out.


I suggest however that the whole gem reliance thing is awkward.

Why not just limit their number of spells per day, perhaps with a bonus from Wisdom?

Well, I think it add some nice flavor to the class. The reason for the gem having limited spells it can channel per day is to help add balance. If you find that it works fine without that limit, I'll remove it. As stated befor though their spells are automaticly still, silent, and require no materials (forgot the metamagic name) or other focuses and have no casting level adjustment. I forgot to add the wisdom bonus to spells per day.


I would however require the clasps of their cloak be made by an existing whisp fire guide (Or be given by the fey or something).

Not sure what you mean here. They can't make clasps till level 16, and at that point are already wisp fire guides (though I suppose in theory a low level guide could be given clasps by a high level one so...). If you ment the cloak, then that's another issue, and I can see that maknig sense.


IMC. I'm tying them to the fey courts. They live on the borders between fey and the main world with their own mysterious motives.

Makes sense. They do have much in common with the fey. I look forward to hearing how it turns out.

Owrtho