A Monster for Every Season: Summer 2
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    Ogre in the Playground
     
    Owrtho's Avatar

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    Jul 2008

    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    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

    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.

    Spoiler
    Show

    Minimum gem value per spell level

    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
    Spoiler
    Show

    • [Bk] Dark Light: By using a black gemstone to make the clasp, the wisp fire guide may make a Dark Light clasp. When used they may become a dark light wisp. A dark light wisp illuminates their surroundings as if it were the deeper darkness spell, though they still look to be casting normal light (as in you see them as if they were in their regular form in the middle of a deeper darkness spell).
    • [W] Fog Light: By using a white gemstone to make the clasp, the wisp fire guide may make a Fog Light clasp. When used they may become a fog light wisp. A fog light wisp illuminates the surrounding area with a light that causes fog to accumulate. The illuminated area is affected as if with a fog cloud spell. If this fog is blown away it reforms in 1d3 rounds.
    • [C] Deluding Light: By using a clear gemstone to make the clasp, the wisp fire guide may make a Deluding Light clasp. When used they may become a deluding light wisp. A deluding light wisp illuminates the surrounding area with a shifting and wavering light. All who enter are affected as with the phantasmal disorientation* spell. This distortion may also be observed by those outside the area as the terrain within the light seeming to shift and change randomly. Those who enter are able to make a will save each time as normal to negate the effects though they still see the illusion.
    *Spell Compendium

    Hazardous
    Spoiler
    Show

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

    Guiding
    Spoiler
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    • [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
    Last edited by Owrtho; 2009-01-10 at 03:47 AM.
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
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    Ogre in the Playground
     
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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    So does anyone have any comments or suggestions on this?

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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    Fixed an error I noticed with the BAB, Fort saves, Ref save, and Will saves on the table.

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    [creature]Shiny: Monster Competition XXXVI entry.
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    [class]Ozodrin: A class to play as an eldritch horror.
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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    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.

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    [creature]Shiny: Monster Competition XXXVI entry.
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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    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).

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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    Quote Originally Posted by periscope69 View Post
    I love this class. It is unique and making it with a will o the wisp theme is neat.
    Glad you like it.

    Quote Originally Posted by periscope69 View Post
    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.

    Quote Originally Posted by periscope69 View Post
    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.

    Quote Originally Posted by periscope69 View Post
    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.

    Quote Originally Posted by periscope69 View Post
    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).

    Quote Originally Posted by periscope69 View Post
    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.

    Quote Originally Posted by periscope69 View Post
    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.

    Quote Originally Posted by periscope69 View Post
    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.

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

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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

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

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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

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

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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    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
    Last edited by sigurd; 2008-11-24 at 10:43 PM.
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    Default Re: I prefer to think of myself as a guiding light... Into the next life 3.5 Class P

    Quote Originally Posted by sigurd View Post
    I'm going to try this for an NPC.
    Good to know. Let me know how it turns out.

    Quote Originally Posted by sigurd View Post
    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.

    Quote Originally Posted by sigurd View Post
    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.

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

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