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#1 |
The Magister
![]() Join Date: September 30, 2001
Location: Chicago, IL
Posts: 132
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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)?
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#2 |
Ma'at - Goddess of Truth & Justice
![]() Join Date: January 9, 2002
Location: Mt. Gambier, Australia
Age: 37
Posts: 3,337
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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]
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#3 |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 47
Posts: 6,901
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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.
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#4 |
Elite Waterdeep Guard
![]() Join Date: March 28, 2002
Location: Nicodemus, KS
Posts: 47
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Also, I haven't used them much in BG, but I believe that the type of familiar you get depends on your alignment.
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~[url=http://unsung.dyndns.org/aon/main.html AON [/url]~ <b><i>Liberum arbitrium anarchia interjecto </b></i> |
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#5 |
Elminster
![]() Join Date: March 23, 2002
Location: Lynchburg, Virginia
Age: 40
Posts: 460
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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.)
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Yar! |
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#6 |
Dungeon Master
![]() Join Date: January 6, 2002
Location: Australia/Bulgaria
Posts: 81
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Don't Rangers get Animal companions? If so, what do they do?
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#7 |
The Magister
![]() Join Date: March 12, 2002
Location: Portugal
Posts: 128
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I don't now a way of get rid of a familiar unless he dies
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_cyber7_ |
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#8 | |
Elminster
![]() Join Date: March 23, 2002
Location: Lynchburg, Virginia
Age: 40
Posts: 460
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Quote:
but that's about it.
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Yar! |
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#9 |
Manshoon
![]() Join Date: December 15, 2001
Location: Holland
Age: 37
Posts: 226
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who need these little pests couz all they are is trouble so....... i dont need em
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