Shade
Monster Junkie
Not bad at all.BOZ said:not bad, coupled with incorporeality.
Darkform (Ex): A presence's physical form seems to consist of a shadowy illumination that grants it concealment (20% miss chance). This effect is otherwise like the darkness spell.

Agreed and yes.BOZ said:Don't remember. If so, we need to make sure it grants both the ability to detect living creatures, as well as their alignments. I'm assuming this would exclude undead and constructs?
Right. Gotcha.BOZ said:well, the fact that a presence's control over a whisp cannot be blocked sounds like the opposite of a limitation to me.![]()

Oh yeah, duh on the no Str score.BOZ said:well, as incorporeals, they have no Str score, so we can assume the Dex will cover that.what I meant by my question was that, it is obvious that the whisp was intended to have a low attack roll (Whisps attack on the "Under 1 HD" column) but the "treated as having more than one hit die for purposes of multiple fighter attacks" was confusing me. Was it something like, in 1E, that fighters did something like the modern Cleave feat to creatures that had low-HD? In other words, if whisps technically had 11+ HD, fighters in 1E could not attack one after the other?
But yes, although the original version gave whisps a low attack value on purpose, if you like I guess we can give them a better one now.![]()

I believe fighters got their second attack right off the bat in 1E/2E. Didn't it go 1 every 1, 3 every 2, then 2 every 2, and finally 3 every 3? Regardless, I think they should use the presence's BAB to be a challenge. I'm not sure about that last bit.
You don't want to go with the "share saves" like the master/familiar? If not, these guys are toast to even the lowest-level area effect spells cast by a caster level of the presence's CR.BOZ said:OK, here is a first attempt at a writeup for the whisps...
Whisps (Su): A presence can create whisps at will, using its own life force, which enable it to attack enemies. To create a whisp, a presence sacrifices four of its hit points. A presence can create as many whisps as it has Hit Dice as a standard action, and it cannot have more whisps than it has Hit Dice. A presence cannot convert all of its hit points into whisps. If the presence re-absorbs a whisp (as a free action), it regains all the hit points that the whisp had remaining.
A presence has total control over all its whisps, and its control over them cannot be blocked by any means. A whisp is fast-moving and mobile, and each one moves independently, and can move up to 50 feet away from the presence. A whisp can move and attack in the same round in which it is created.
A whisp has no independent will of its own, though each one is treated as a separate creature for combat purposes. (Whisps use the presence's base attack bonus, but use their own Dexterity modifier to determine their melee attack bonus with natural weapons.)
note that the whisp isn't going to have any skills. As for saving throws, I don't want to give it any higher saves than what it would get for HD.