Mephit familiars, which type to pick?


Advice


I know that there are better choices for improved familiar stats wise, but I just love mephits. Wanted to know what kind of elemental prankster you guys would pick and why. Air, earth, water so many flavors I can't decide!!


Air and dust are my favorites mostly because of the flight speeds and general clenliness.

Grand Lodge

Earth Mephit. The higher strength and enlarge ability make it a great fighter, and hauler of goods.


The earth mephit would be interesting, but could he be effective though as some backup muscle.


my witch loves her ooze mephit
stinking cloud is useful, even on a save
acid arrow is ranged touch which is ok

plus he looks so disgusting
and as he isnt summoned he can summon another, so if my witch uses summon monster we can have oozes and clouds all over

it is realy yucky

Dark Archive

Air and Dust both have blur 1/hour, that they can place on your melee allies, and both gust of wind and wind wall 1/day have some uses (wind wall more than gust of wind, IMO). The dust breath weapon has a sickened debuff that may prove more useful than the extra damage from the air mephit's breath weapon (although the saving throw and 15 ft cone area of effect might result in it being hard to land).

The Earth's soften earth and stone would have some amazing potential in a longer-term game, such as Kingmaker, in assisting in excavations / construction / earthworks. The enlarge person, giving the Mephit +2 Str, -2 Dex and -1 to attacks and AC (resulting in a net +0 to attacks, -2 to AC and +1 to damage), and no reach, and 2 claws for 1d4 instead of 1d3, is utterly wasted.

For Fire, scorching ray at CL 6 is only a single ray, pretty much once per encounter. Better than other Mephits, for combat potential, but if you've got a decent melee fighter in the party, the blur buff might be more useful. Fire and Ice Mephits have that extra danger from their vulnerabilities, to look out for.

I like the powers of Ice, but the vulnerability to fire, combined with fast healing restriction, turns that around. With Fire, you can just lgiht a torch and touch it to the Mephit to trigger its fast healing. With Ice, whether or not your Mephit heals is pretty much dependent on the terrain / environment, and thus, out of your control unless you've got control weather...

Magma's odd. Pyrotechnics isn't bad, but the save DC will be low. Magma form is pretty funky as a 'control' mechanism and does allow the Mephit to get into and out of (non-flammable) places in a bizarre manner.

Ooze and Water have the same powers, which are pretty decent, but Water's fast healing requirement is easier to trigger than Ooze's.

If you go for Steam, find out from your GM what the range is for Boiling Rain. It's not listed (although it may be in the eratta).

I'd go with Dust, for combat utility, or Earth, for a more 'let's build something' game, or maybe Ooze for a seafaring campaign. Remember that all Mephits can fly, just Air and Dust do it better than most.


Awesome! Mephits rock. They just don't get the love they deserve.


Fire mephit for some tsar bomba
1- have a fire mephit
2- make a lesser simulacrum of said mephit
3- possess simulacrum
4- BOOOOM


Is there anyway to increase the number of times per day your familiar can use a spell-like ability?

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