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Jaydn
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Posted: Mon, Jul 19 2010, 16:07 PM |
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Player
Joined: 21 Nov 2006 Location: I'm around
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Hey folks!
I was looking around on the internet, and noticed that there wasn't much on Will-o-wisps, other than they are spirits of the dead, one can befriend them, and they speak Common and Auran, which my Air Genasi does as well. Does anyone have any more information on them? I was hoping to get my character to RP befriending one (I would reskin a familiar), and then have said will-o-wisp follow me around and be my character's traveling buddy and friend.
I'm not sure how to go about befriending them because I don't know enough about them, but I'm hoping to, that way i can get some RP going in the right direction.
Thanks ever so kindly in advance!
_________________ 
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Dwagin
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Posted: Mon, Jul 19 2010, 16:41 PM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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Quote: WILL-O’-WISP Size/Type: Small Aberration (Air) Hit Dice: 9d8 (40 hp) Initiative: +13 Speed: Fly 50 ft. (perfect) (10 squares) Armor Class: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20 Base Attack/Grapple: +6/–3 Attack: Shock +16 melee touch (2d8 electricity) Full Attack: Shock +16 melee touch (2d8 electricity) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility Saves: Fort +3, Ref +12, Will +9 Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12 Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks) Feats: Alertness, Blind Fight, Dodge, Improved Initiative, Weapon FinesseB Environment: Temperate marshes Organization: Solitary, pair, or string (3–4) Challenge Rating: 6 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually chaotic evil Advancement: 10–18 HD (Small) Level Adjustment: —
Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.
Will-o’-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound. COMBAT
Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.
Quote: Will-O'-Wisp Lore
Will-o'-wisps are clever and insidious creatures that roam swamps and brackish wetlands. They are commonly mistaken for lanterns or torches in the thick mists.
Knowledge (Arcana)
Characters with ranks in Knowledge (arcana) can learn more about will-o'-wisps. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC Result
19 This floating, glowing orb is actually a creature called a will-o'-wisp. This result reveals all aberration traits and the air subtype.
24 Will-o'-wisps can fly with remarkable agility. They are completely immune to most spells or spell-like effects, and they attack by inflicting powerful electrical shocks.
29 When startled or frightened, a will-o'-wisp can extinguish its glow, effectively turning it invisible. Although immune to most spells or spell-like effects, they are affected by magic missile and maze. More info can be found in Dragon: Monster Ecologies.
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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Colapops
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Posted: Mon, Jul 19 2010, 19:20 PM |
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Player
Joined: 16 Feb 2008 Location: Keep your distance.
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The thing is, you don't want to befriend a wisp because it's a horribly evil creature whose entire existence is dedicated to killing people through such indirect means as luring them to their deaths. It's not exactly the kind of intelligent, evil monster you'd take around with you, like a vampire or ghoul, or even a fiend of some sort. It exists only to hover above a quicksand pit and wiggle about until someone drowns.
_________________ The origin of storms.
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Jaydn
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Posted: Mon, Jul 19 2010, 19:22 PM |
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Player
Joined: 21 Nov 2006 Location: I'm around
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Well, i figured that the chances of finding one that is non-evil is about the same as my chances of finding a non-evil drow.  Which, from what i've seen, are pretty high. Thanks for the info, Dwagin! I'm still gonna research them and try to get this rolling...
_________________ 
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Colapops
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Posted: Mon, Jul 19 2010, 19:24 PM |
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Player
Joined: 16 Feb 2008 Location: Keep your distance.
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Drow are people. Wisps are not. Wisps aren't even undead, meaning they can't be redeemed or controlled like the undead. They have one purpose in their lives, and that is not a good one.
Lantern archons, on the other hand, are good and would make sense as a companion because they are helpful little celestials that resemble wisps to the point that they can be mistaken for one.
_________________ The origin of storms.
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Jaydn
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Posted: Mon, Jul 19 2010, 19:27 PM |
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Player
Joined: 21 Nov 2006 Location: I'm around
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Now see, I knew i posted this here for a reason.
Latern Archon? Alright... I think that might be the better option.... haha Sounds more like what I was looking for. Thanks Cola!
_________________ 
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Gunz
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Posted: Tue, Jul 20 2010, 1:33 AM |
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Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Aye, Wisps are aberrations, not undead -- and consequently, not spirits. Aberrations are some of the most destructive creatures around and are usually evil and sometimes neutral -- but pretty much always destructive. They're highly hated by Druids and any peoples who follow Druidic wisdom.
You know how Druids hate Outsiders? Well, aberrations are -beyond- even what a normal outsider is. A Celestial, Fiend, etc. come from other worlds within the near by cosmology. Aberrations on the other hand come from a very far away and alien cosmology of total and complete madness. This makes them very alien and... like... uber-outsiders.
On Amia, I find aberrations aren't treated like the monsters they truly are, like Fiends and Undead are. Perhaps it's a lack of knowledge from PC's or the players themselves, who knows. But yeah, aberrations are pretty damn horrible beings. The type of creatures I'd have a hard time believing a good-aligned person having with them. Evil people, for sure and even Neutrals sometimes, I suppose. But not good. Generally speaking, of course.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Colapops
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Posted: Tue, Jul 20 2010, 1:43 AM |
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Player
Joined: 16 Feb 2008 Location: Keep your distance.
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I would say that aberrations as a whole are neutral, because many of them are so far beyond humanoid/"local" morality and Forgotten Realms deities' jurisdiction (except for Ao) that they simple cannot be good or evil because they are too different. This is why aberrations as they are known in the Realms are evil, I think. Only those with a desire to spread their empires and progeny would bother 'invading' another world/dimension/reality/plane/whatever, and it is those same outside-outsiders that people in the Realms have seen (beholds, mindflayers, etc.)
_________________ The origin of storms.
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swe_west_coast
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Posted: Sat, Jul 24 2010, 9:53 AM |
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Player
Joined: 19 Jan 2006
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According to the wiki, they are fey. It can be good to know if you're a ranger even though the only ones I've ever encountered in Amia is in the swamps close to Cordor. http://nwn.wikia.com/wiki/Category:Fey
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Yurell
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Posted: Sat, Jul 24 2010, 10:02 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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If they are fey IG, could they be changed to Aberration? Because they really shouldn't be fey.
As for they're alignment, quoth the MM "Usually Chaotic Evil".
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Colapops
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Posted: Sat, Jul 24 2010, 17:40 PM |
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Player
Joined: 16 Feb 2008 Location: Keep your distance.
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They make a lot more sense as fey (if making sense as a fey is even possible) but according to 3.5 they're as good as freaky space monsters.
_________________ The origin of storms.
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Lord-Hadeis
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Posted: Sat, Jul 24 2010, 17:46 PM |
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Player
Joined: 02 Feb 2009 Location: Netherlands, Schoonhoven
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I'd love to play one, think I'd do it nicely. But alas tried that, didn't get aproved. Shame though got quite a few books on the real world version of those things and other such and DnD just took it and randomly distributed it between its imitation of the real legends.
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BeautifulLie
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Posted: Thu, Aug 05 2010, 19:27 PM |
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Player
Joined: 01 May 2007
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Epic rogue SD with traps? O.o electric shocking traps mau ahahahah
_________________ Must I at length the Sword of Justice draw? Oh curst Effects of necessary Law! How ill my Fear they by my Mercy scan, Beware the Fury of a Patient Man -John Dryden, 1681
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