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Jaydn
 
PostPosted: Mon, Jul 19 2010, 16:07 PM 

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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
 
PostPosted: Mon, Jul 19 2010, 16:41 PM 

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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.

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Colapops
 
PostPosted: Mon, Jul 19 2010, 19:20 PM 

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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.

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Jaydn
 
PostPosted: Mon, Jul 19 2010, 19:22 PM 

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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
 
PostPosted: Mon, Jul 19 2010, 19:24 PM 

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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.

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Jaydn
 
PostPosted: Mon, Jul 19 2010, 19:27 PM 

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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
 
PostPosted: Tue, Jul 20 2010, 1:33 AM 



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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.

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Colapops
 
PostPosted: Tue, Jul 20 2010, 1:43 AM 

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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.)

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swe_west_coast
 
PostPosted: Sat, Jul 24 2010, 9:53 AM 

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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


 
      
Yurell
 
PostPosted: Sat, Jul 24 2010, 10:02 AM 

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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".

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Colapops
 
PostPosted: Sat, Jul 24 2010, 17:40 PM 

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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.

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Lord-Hadeis
 
PostPosted: Sat, Jul 24 2010, 17:46 PM 

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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.


 
      
BeautifulLie
 
PostPosted: Thu, Aug 05 2010, 19:27 PM 

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Epic rogue SD with traps? O.o electric shocking traps mau ahahahah

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