Wisp'er (3.5e Class)
From D&D Wiki
|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
This class uses the wisp spirits of the world to power himself up. In this concept imagine a WoW wisp.
 Making a Wisp'er
The Wisp'er can work well alone as well as support his allies.
Abilities: Charisma is the main stat of this class. Wisdom is the secondary stat for this class. Con is needed to stay alive however.
Races: There are no restrictions for race
Alignment: There are no restrictions here, however if evil they will be in contact with evil spirits, these are a black/purple color. If good these will be good spirits and a white/gold color.
Starting Gold: 4d6 x 10
Starting Age: These characters can be as young as 12, they gain most all of their powers through these spirits which are protecting the child from birth.
|1st||+0||+0||+2||+2||Wisp's, Wisp's gift, eyes everywhere, schizophrenia|
|10th||+7/+2||+3||+7||+7||Extra Wisps, Wisp Domination|
|17th||+12/+7/+2||+5||+10||+10||Minds of One|
|20th||+15/+10/+5||+6||+12||+12||Being of Beyond|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
 Class Features
Weapon and Armor Proficiency: The Wisp'er is proficient with light and medium armors. He is also proficient with his natural attacks.
Wisps (Su): From birth these spirits look over this one. They will enhance different aspects of the wisp'er on command, but once told what to do they will remain that way until rest (like how a wizard must prepare his spells for the day, the wisp'er must assign his wisps for the day.) These wisps can be used to enhance Attack bonus, Damage, AC, Speed, or saving throws. You have 1 wisps per class level(So basically your base attack bonus is how many wisps you have). They offer a +1 bonus to hit, +2 to damage, +1 to AC, +5 feet to speed, or a +1/2 to any saving throw. Until later levels the wisps will only benefit you. You can put a maximum of your wis mod into one particular thing.
Wisps gift (Su): The wisps have granted you their gift. By using one wisp you receive 2 Arms, Hands, and Claws of (Depending on alignment) good or evil. These deal damage as though you were one size category larger. This is considered a natural attack(I.E. they can be affected by this improved natural attack feat). Using this you gain 2 attacks per BAB attack. Adding wisps to these have 1.5 times the normal effect.
Eyes Everywhere: When the wisps see something that may be of importance they tell the wisp'er. Add you class level to you perception checks.
schizophrenia: Because this Person has been hearing voices all day and night since birth he has developed schizophrenia. This means he takes a -4 on all cha based checks. (also makes for fun Role play -see quote).
Wrath: When wisps are angered they hit.Hard. Add your Cha Mod to damage (In addition to Str)
Wisp Protection (Su): The Wisps wish only to keep you safe. By using 3 of your wisps you may wear them as an armor. This armor grats a +5 Armor bonus with a max dex bonus of 4, an arcane spell failure of 0% An armor check of 0 and at no reduced speed. Wisps added to this armor have 1.5 times the effect.
Precise Spirits: The spirits guide your aim with every attack. Add 1.5 your Cha Modifier to Attack Bonus.
Extra Wisps: The wisps have heard your call. you gain 1.5 wisps per level.
Wisp Domination (Su): The wisps wish to help you in the physical world. The wisps can take control of a dead body. It takes one wisp per HD of the creature you are taking control of. It keeps the same physical stats and has your mental stats. But it only has the abilities of the wisp'er class of your class level.
Friendly Wisps (Su): You may apply a number of wisps to others equal to 1/2 your Cha modifier. But only enhancements (I.E. they cannot receive Wisps gift, Wisp protection, wisp'ed away, or Mind of One).
Wisp'ed away (Su): The wisps want you to be able to run if needed. you may use one wisp to grow wings gaining Flight speed equal to 1.5 times your land speed. You can also use one wisp to enhance your legs and feet with speed. This replaces you run speed with 40ft. Enhancing either of these with wisps has 2 times the effect.
Mind of One (Su): Wisps offer help in every way, even if it means melding with your very mind. By using one wisp to do this you may gain a +5 on perception checks and a +3 to will saves.
Greater Gift (Su): The wisps have entrusted you with a greater gift. You may use 5 wisps to gain Claws with up to +3 enchantments for melee weapons. These claws are considered one size category larger for damage purposes. You get 2 attacks per BAB attack. Enhancing these with wisps adds 1.5 times the effect.
Being of Beyond (Su):This ability is optional. By permanently fusing with 13 wisps you become a being of greater power. This change is permanent changeable only by the Wish spell. You become under the effects of Greater Gift, Mind of One, Wisp'ed away, and Wisp protection at all times. You no longer receive the penalties for ageing. You can still enchant you pieces individually, but doing it as a whole has 2 times the benefit (I.E. 4 Wisps for 2 times normal effect on everything).
 Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||Hello My good man I would like to...Shut up! did you hear that?...Buy some fruit from you fine shhhhhh...Establishment!||”|
|—Angel, Human Wisp'er|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.