jon-eli, on Mar 7 2009, 01:02 PM, said:
Demivrgvs, on Mar 7 2009, 08:10 PM, said:
[...] a small knockback effect on a single target perhaps?
... and short-duration blindness? Like glass dust (the ability mephits use)? It might not be able to clear a cloud, but it can kick up some dust, I'd think. Small knockback, plus 2 rounds of blindness... Does that idea suck?
Ehm...
Quote
Demivrgvs, on Mar 7 2009, 08:10 PM, said:
[...] Faerie Dragon spell-like abilities?
Faerie Fire! Hypnotic Pattern! Tasha's Uncontrollable Hideous Laughter! ... Playful, quirky and somewhat useful is a faerie dragon
Conceptually, I do agree with you! Unfortunately the suggested spells didn't exist in vanilla, though I've added the Faerie Fire for V2.9 and I may use it.
yarpen, on Mar 7 2009, 01:58 PM, said:
These should come from Illusions, Charm and Invocation or Transmution schools. Necromantion and Summoning are reserved for imps and other evil creatures. Also I've tought mainly about non-damaging spells - faeries rarely wants to kill someone - it's better to trick or mislead him and defend me and my friends. So maybe:
1st level: Sleep, Shield, Mirror Image, Protection from evil
2nd level: Blur, Luck, Resist Fear, Glitterdust
3rd level: Minor spell deflection, Detect Illusion, Haste
4th level: Teleport field, Confusion
Or if you want to give him only very few innate abilities (non-mage familiar), then there should be spells like: Sleep, Blur, Luck, Pixie Dust

More or less I agree with you too, though I'm not too much into Invocation, while Illusion and Enchantment surely are the best suited ones. Why not Color Spray too? It seems very appropriate to me, ans SR's version is incredibly effective imo.
Edit:
Dirty Uncle Bertie, on Mar 7 2009, 04:11 PM, said:
sozcaps commented recently in a Divine Remix thread that the mod's kits provide "a homogenized weapon and a couple abilities (which I see as toys). Abilities that some other party member very likely already has access to".
jon-eli responded to this with "To my mind, this is the principal failing of Divine Remix. It's too formulaic. The kits do not vary uniquely, they vary according to a template (spell x once per day, at level n, that mimics spell y; magical weapon x that does n damage, and has enchantment y that improves slightly every m levels)".
I think they're both right. Like yarpen said, we're probably better off avoiding using a template system for these shiny new familiars.
Well, I partially agree with this (and I do have some cool things in mind for cleric kits when I manage to work on them

), but I must say that templates have their strengths too. The most important one imo is that by following a template Divine Remix managed to create tons of kits quite balanced, while allowing a higher degree of freedom would have made that accomplishment much more difficult.
That being said, I'm almost convinced familiars should be done as you're suggesting, and it seems most of you feel the same. It's more complicated, but having a few players helping me out I think it's doable.
Edited by Demivrgvs, 07 March 2009 - 11:11 AM.