It’s Mephit Week, and after introducing the mephit race and mephit base class, including elemental infusions for the fire and magma mephits in celebration of the recent release of The Traveler’s Guide to the Elemental Plane of Fire, it’s time to introduce some items to enrich the fire mephit-playing experience. Obviously, today’s items were all designed for fire mephits, but should prove to be useful for any fire-themed character, and will feel right at home in the marketplaces of the Plane of Fire itself.
MEPHIT SCALE ARMOR PRICE 10,200 gp
Slot armor slot; CL 3rd; Weight 15 lbs.
Aura faint abjuration
These dark red suit of scales are typically created in Small size, as it is the favored armor of fire mephit irregular soldiers and scouts recruited into various Plane of Fire armies. These suits feature numerous comfort features, including slots for the wings, and are often decorated with some emblem or marking significant to the individual wearing the armor.
In addition to functioning as a +1 suit of fire resistance scale mail, these suits of armor can cure the wearer of some damage when exposed to fire. Whenever the wearer of one of these suits suffers at least 1 point of fire damage, she gains fast healing 2 for 1d6 rounds. When worn by a fire mephit or a mephit paragon with the fire or magma elemental infusions, these armors offer a number of additional benefits. The mephit’s fast healing increases to 5 when in contact with fire. Additionally, the wearer does not suffer the normal armor check penalty to Fly checks. Finally, the armor has no chance of spell failure for the purposes of casting mephit paragon spells.
None of a mephit scale armor’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent armor for the purposes of the cost of further improving its magical abilities.
Craft Magical Arms and Armor, resist energy
ROD OF MEPHIT CONTROL AND CONJURING PRICE 25,000 gp
Slot none; CL 5th; Weight 5 lbs.
Aura faint conjuration
These sleek rods are made from highly polished copper and capped with brass spheres, each of which is engraved with tiny mephits breathing fire. The rod is warm to the touch, though it can be safely handled without gloves.
These rods are each attuned to a specific type of mephit. The wielder can attempt to control any mephit of the type the rod is attuned to within 100 feet by issuing a command and displaying the rod as a standard action. If he does, the wielder and the target mephit make opposed Charisma checks; if the wielder succeeds on the check, the mephit follows the command, as geas/quest, to the best of its ability, but if the mephit succeeds on the check, it is free to do as it pleases. If the wielder wins the Charisma check, the mephit continues to follow the issued command even if it goes beyond 100 feet. The wielder of the rod can use this ability 3 times per day.
Additionally, if the wielder of one of these rods is a mephit, its summon ability becomes 100% effective, and it can use that ability an additional time per day by expending one use of the ability to command a mephit. Finally, if the wielder is a mephit paragon with an elemental infusion which matches the type of mephit the rod is attuned to, it can summon creatures using its summon ability 100% of the time without risk of failure, and can use that ability an additional time each day by expending one use of the rod’s ability to command a mephit.
Craft Rod, summon monster III
ROD OF MEPHIT FIRE PRICE 3,000 gp
Slot none; CL 1st; Weight 5 lbs.
Aura moderate varied
These impressive looking rods are typically made from gold and encrusted with rubies; they are considered by many to be more valuable for the bullion than the rods’ relatively unimpressive magic. However, to the fire mephit, these rods are considered both useful and a source of pride.
Once every 4 rounds, the wielder of one of these rods can breathe fire just like a fire mephit, creating a 15-foot cone of fire that deals 1d8 points of damage. A DC 11 Reflex save halves this damage. In the hands of a fire mephit, the rod greatly increases the power of the mephit’s breath weapon, allowing it to use it once every 1d4 rounds, increasing the Reflex save DC by 2, and increasing the damage by 1d8 for every 5 Hit Dice the mephit possesses.
Craft Rod, burning hands