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-   -   mages and their familiars (http://www.ironworksforum.com/forum/showthread.php?t=7201)

swavek 04-17-2002 07:47 PM

i'm just wondering if it's worthwhile to have a familiar tagging along.
i've got edwin in my party and he usually stays in the back so maybe his familiar won't get in the way too much or get killed. what do you guys think? i've never had one before. finally, can a mage get rid of his/her familiar without killing it (and losing a point of constitution)?

Glorfindel 04-17-2002 07:50 PM

<font color="lawngreen"> For a start.. Only the protagonist can summon a familiar... for seconds you can just talk to it and put it in your backpack If all you wanted from it is the extra HP [img]smile.gif[/img] </font>

SixOfSpades 04-17-2002 10:19 PM

Familiars are mostly useful for their HP bonus, but they do have their other uses (albeit minor ones).

The spell Glitterdust is useful against enemies that like to go Invisible (I'm thinking of a certain pain in the @$$ in ToB), Protection from Evil will spare you a spell slot if you like to summon Demons, etc. But my favorite setup is a Chaotic Neutral Swashbuckler->Mage who puts is points into everything except Hide in Shadows and Move Silently.

Nicodemus 04-18-2002 10:58 AM

Also, I haven't used them much in BG, but I believe that the type of familiar you get depends on your alignment.

Gothmog, Lord of Balrogs 04-19-2002 02:59 PM

Here is the list of familiars by alignment, pulled straight from the Find Familiar scroll.

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Armor Class: -2
Hit Points: 24
Magic Resistance: 50%
Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage. Save or be rendered unconscious for 2 turns.

LAWFUL NEUTRAL: Ferret
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 75% pick pockets ability, 40% Hide in Shadows/Move Silently, and 20% Detect Traps.

LAWFUL EVIL: Imp
Armor Class: 2
Hit Points: 18
Magic Resistance: 25%
Special abilities: Can cast the Polymorph self spell.

NEUTRAL: Rabbit
Armor Class: -4
Hit Points: 24
Magic Resistance: 75%
Special abilities: Has a 50% Detect Traps, and 30% Hide in Shadows/Move Silently.

NEUTRAL EVIL: Dust Mephit
Armor Class: 6
Hit Points: 24
Magic Resistance: 10%
Special abilities: Can cast glitter dust 2 times per day.

CHAOTIC GOOD: Fairy Dragon
Armor Class: 4
Hit Points: 24
Magic Resistance: 32%
Special abilities: Can cast mirror image and invisibility 10' radius.

CHAOTIC NEUTRAL: Cat
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has a 99% in Move Silently and Hide in Shadows.

CHAOTIC EVIL: Quasit
Armor Class: 2
Hit Points: 24
Magic Resistance: 25%
Special abilities: Can cast Horror and Blur.

Each of the Familiars gets a total of 48 hit points and some additional spells in ToB. Unfortunately, you do not get the extra hit points the familiar gets, unless it dies and you summon another one (not recommended, since you lose a point of constitution.)

David15 04-22-2002 08:17 PM

Don't Rangers get Animal companions? If so, what do they do?

cyber7 04-23-2002 05:24 AM

I don't now a way of get rid of a familiar unless he dies

Gothmog, Lord of Balrogs 04-23-2002 07:36 AM

Quote:

Originally posted by David15:
Don't Rangers get Animal companions? If so, what do they do?
Beast masters can cast Find Familiar as an innate ability, and Totemic Druids can summon Spirit Animals. (spirit animals aren't familiars, though)

but that's about it.

tom the strong wizzard 04-23-2002 07:38 AM

who need these little pests couz all they are is trouble so....... i dont need em


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