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Special Conversion Thread: Will o' wisps

Dominate 3/day. The dancing lights can be a Disguise check, but the confusion is its own thing. Negative energy damage, I think, and let's give it DR/good.
 

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Agreed with demiurge.

I was just thinking, actually, that the dominate seems a lot like a ghost's malevolence, the way it kind of absorbs into the body. Or kind of like a tsochar, which I ought to look up tonight. 3/day is still good, though.

Constant deathwatch. And dimension door for the teleportation is great.
 

DR 5/good or 10/good?

Does this look OK?

Deathwatch (Su): A ghostlight constantly senses the condition of creatures near death within 60? feet, as the deathwatch spell.

Borrowing from the blink dog...

Dimension Door (Su): A ghostlight can teleport, as dimension door (caster level 9th), once per round as a free action. The ability affects only the ghostlight, which never appears within a solid object and can act immediately after teleporting.

For this...

If it can’t induce its prey to follow, it approaches closer and begins to brighten and dim in a hypnotic, flickering pattern. Any creature within 30 feet who watches this display for more than 1 round must successfully savc versus spell or become confused, per the spell, for 2d6 rounds.

...would it make more sense to just have it function like the hypnotic pattern spell (i.e. fascinated, rather than confused)?

I checked the tsochar, and it's "possession" ability is quite a bit different. This might work as a springboard...

Meld (Ex): Once per round, a ghostly visage can merge its body with a corporeal creature. If it makes a successful incorporeal touch attack, the ghostly visage's body disappears into the opponent's body. The target can resist the attack with a successful Will save (DC 13). A creature that successfully saves is immune to that ghostly visage's meld for one day. The save DC is Charisma-based.
 

DR 10.

Deathwatch and DDoor look good.

Hypnotic pattern makes more sense to me, also. Are we doing the dancing lights thing as a racial Disguise bonus? If so, then I guess we should just give them an Su ability to fascinate (and maybe add in some extra effect?) using their lights. Another idea is that perhaps confusion is right, since they like their victims to fight each other.

Agreed that tsochar is different. But I like Meld if we add a dominate effect to it. Again, something like malevolence or whatever yakfolk do.
 

DR 10.

Deathwatch and DDoor look good.

Hypnotic pattern makes more sense to me, also. Are we doing the dancing lights thing as a racial Disguise bonus? If so, then I guess we should just give them an Su ability to fascinate (and maybe add in some extra effect?) using their lights. Another idea is that perhaps confusion is right, since they like their victims to fight each other.

Agreed that tsochar is different. But I like Meld if we add a dominate effect to it. Again, something like malevolence or whatever yakfolk do.
 

I like the confusion, because that's their schtick. Getting people to hurt their friends and delighting in the suffering. Perhaps they should have both a fascinate and a confusion setting?
 


OK, so...

"Hypnotic Confusion" (Su): A ghostlight can brighten and dim its lights to confuse its prey (as the confusion spell) for 2d6 rounds. Alternatively, the ghostlight can alter the pattern to fascinate victims (as the hypnotic pattern spell) for 2d6 rounds. Any creature within a 30-foot-radius who can see this display must succeed on a DC X Will save or suffer the chosen effect. This is a mind-affecting, illusion effect. The save DC is Charisma-based.

Here's the yakfolk ability...

Body Meld (Sp): Once per day a yak folk can merge its body with that of a humanoid or giant of Small to Large size. Except where noted here, this power functions like a magic jar spell heightened to 9th level (caster level 20th; Will save DC 21 negates). To use this ability, the yak folk must touch the intended target for 20 minutes without interruption (yak folk usually restrain their victims while using this ability). At the end of this period, the target must make a Will save to remain conscious. On a failed save, the host's mind becomes unconscious, and the yak folk assumes control. There is no magic jar per se--the yak folk physically merges its body with the victim's body without the use of an intermediate vessel. Body meld lasts until dispelled or dismissed.

The process works only on humans, elves, dwarves, half-orcs, and any creature of the giant type. The yak folk shares all the victim's knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like or supernatural abilities. The yak folk retains all of its own supernatural and spell-like abilities. The merging does not shed a magical aura (so a detect magic spell does not reveal it), but a true seeing spell reveals the victim's dual nature.

If the host body is slain, the yak folk dies with it. Separating the two bodies takes half as long as melding (10 minutes). The host regains consciousness 1d6 minutes after the separation is complete.

Only characters who know the victim personally have any chance to realize that something is wrong, by making a Spot check opposed by the yak folk's Disguise check (which in this case represents how well the yak folk impersonates its host).
 

The yak meld doesn't work so well--requiring the 20 minutes of contact, after all. Having it be based on magic jar rather than dominate is a possibility, but it does appear as if the ghostlight has access to the victim's abilities but not its own, which is more domination like. This one's tricky, isn't it?
 

Yeah, this is a challenge. Attempting a simpler version, blending the vampire spawn's domination with the ghostly visage's meld...

Domination (Su): Once per day, a ghostlight can attempt to overwhelm an opponent’s will by merging with its body. The ghostlight must succeed on a melee touch attack. If it hits, the target must succeed on a DC X Will save or fall instantly under the ghostlight's influence as though by a dominate person spell from a xth-level caster. During this time, the ghostlight disappears into the opponent's body. The save DC is Charisma-based.
 

Into the Woods

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