Archade
Azer Paladin
Hey all,
I'm toying with the idea of taking the Leadership feat for my dwarven Clr5/Rog1 of Vergadain to gain an earth mephit (a la Races of Stone). But I'm not sure how to advance it -- what would be a reasonably durable and complementary cohort?
Here's what I have to work with ...
Mephit, Earth
Small Outsider (Earth, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 30 ft. (6 squares), fly 40 ft. (average)
AC: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
Attacks: Claw +7 melee (1d3+3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats: Power Attack, Toughness
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +6
Languages: Common and Terran
Mephits are minor creatures from the elemental planes.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
Earth mephits come from the Elemental Plane of Earth.
An earth mephit is about 4 feet tall and weighs about 80 pounds.
Earth mephits speak Common and Terran.
Combat
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
A mephit's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). 1/day-soften earth and stone. Caster level 6th.
Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex): An earth mephit heals 2 points of damage each round only if it is underground or buried up to its waist in earth.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Ideas?
I'm toying with the idea of taking the Leadership feat for my dwarven Clr5/Rog1 of Vergadain to gain an earth mephit (a la Races of Stone). But I'm not sure how to advance it -- what would be a reasonably durable and complementary cohort?
Here's what I have to work with ...
Mephit, Earth
Small Outsider (Earth, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 30 ft. (6 squares), fly 40 ft. (average)
AC: 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16
Attacks: Claw +7 melee (1d3+3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats: Power Attack, Toughness
Climate/Terrain: Elemental Plane of Earth
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +6
Languages: Common and Terran
Mephits are minor creatures from the elemental planes.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
Earth mephits come from the Elemental Plane of Earth.
An earth mephit is about 4 feet tall and weighs about 80 pounds.
Earth mephits speak Common and Terran.
Combat
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
A mephit's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. A mephit can use its breath weapon once every 1d4 rounds as a standard action.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). 1/day-soften earth and stone. Caster level 6th.
Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex): An earth mephit heals 2 points of damage each round only if it is underground or buried up to its waist in earth.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Ideas?