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Homebrew question. Elemental Warlock.
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<blockquote data-quote="Inanity" data-source="post: 7979431" data-attributes="member: 7023541"><p>Below is a list of random considerations in favor of the view that mephits are a solid familiar choice (even taken as is). Some of these considerations are thingss you would ahve access to (just stating the mephits ability). I do this to emphasize that those abilities have potential and maybe could be revisited:</p><p></p><p>Mephits get a fly speed and are immune to poison (and the steam is immune to fire ; immunity to both of these are cool (equip the mehpit with poisoned blades, etc without possible repercussions.)</p><p></p><p>Mephits have higher HD than an Imp (at least the steam mephit)...</p><p></p><p>The explosion thing is cool (though one mephit is alittle underwhelming). simiclara your mephits like crazy and have a walking army of exploding familiars (although I would have to reread similarumi I think death trigger abilties would work; and I am unsure right now if the similarumed familiar retains its familiar abilities). there is a higher level familiar spell that llows gaining extra familiars (upto 3 i think)...</p><p></p><p>Invisibility is great for a familiar; but the steam mephit gets blur 1/day (not bad for combat).</p><p></p><p>Imps would be better scouts but mephits have potential.</p><p></p><p>The air mephit can knock people prone, which is cool (also note: in 3.5e creatures abilities, and not just spells have variable DC, and the DC value (by default)=10+1/2HD+CHA or CON or STR modifier</p><p> (these were the most common modifiers asscoiated with monster moves but some were keyed to wis or int or i think even dex; see "Savage Species" really cool D&D 3.0 book hat has concepts that can be applied to any TRPG). A dragons breath keyed to CON; a demons charm ability CHA, etc... </p><p>If you increased the HD or abilities of an enemy NPC's their moves would increase in DC. Now, the mephits have a flat DC (=11) set to their breath move but I do think that it is actually (in 5e) variable based on CON (increase mephits CON increase breath DC; at least a reasonable DM should allow this 3.5e import; the 'base' DC value in 5e is 8 and NOT 10 as a note)...</p><p></p><p>The earth mephit gets enlarge/reduce (which is cool!) and has a natural armor of 11+DEX (not great at all but)...</p><p></p><p>The fire/magma mephit gets heat metal (that requires no save for half damage)</p><p></p><p>Ice/magma mephits are good sentinels (pretty much cannot be seen if they stand still)</p><p></p><p>Dont know if this helps but...</p></blockquote><p></p>
[QUOTE="Inanity, post: 7979431, member: 7023541"] Below is a list of random considerations in favor of the view that mephits are a solid familiar choice (even taken as is). Some of these considerations are thingss you would ahve access to (just stating the mephits ability). I do this to emphasize that those abilities have potential and maybe could be revisited: Mephits get a fly speed and are immune to poison (and the steam is immune to fire ; immunity to both of these are cool (equip the mehpit with poisoned blades, etc without possible repercussions.) Mephits have higher HD than an Imp (at least the steam mephit)... The explosion thing is cool (though one mephit is alittle underwhelming). simiclara your mephits like crazy and have a walking army of exploding familiars (although I would have to reread similarumi I think death trigger abilties would work; and I am unsure right now if the similarumed familiar retains its familiar abilities). there is a higher level familiar spell that llows gaining extra familiars (upto 3 i think)... Invisibility is great for a familiar; but the steam mephit gets blur 1/day (not bad for combat). Imps would be better scouts but mephits have potential. The air mephit can knock people prone, which is cool (also note: in 3.5e creatures abilities, and not just spells have variable DC, and the DC value (by default)=10+1/2HD+CHA or CON or STR modifier (these were the most common modifiers asscoiated with monster moves but some were keyed to wis or int or i think even dex; see "Savage Species" really cool D&D 3.0 book hat has concepts that can be applied to any TRPG). A dragons breath keyed to CON; a demons charm ability CHA, etc... If you increased the HD or abilities of an enemy NPC's their moves would increase in DC. Now, the mephits have a flat DC (=11) set to their breath move but I do think that it is actually (in 5e) variable based on CON (increase mephits CON increase breath DC; at least a reasonable DM should allow this 3.5e import; the 'base' DC value in 5e is 8 and NOT 10 as a note)... The earth mephit gets enlarge/reduce (which is cool!) and has a natural armor of 11+DEX (not great at all but)... The fire/magma mephit gets heat metal (that requires no save for half damage) Ice/magma mephits are good sentinels (pretty much cannot be seen if they stand still) Dont know if this helps but... [/QUOTE]
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Homebrew question. Elemental Warlock.
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